mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-29 17:19:44 -06:00
Merge branch 'master' into GLSL-master
Conflicts: Source/Core/DolphinWX/Src/VideoConfigDiag.h Source/Plugins/Plugin_VideoOGL/Src/GLUtil.h Source/Plugins/Plugin_VideoOGL/Src/Render.cpp Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp Source/Plugins/Plugin_VideoOGL/Src/TextureConverter.cpp
This commit is contained in:
@ -1,3 +1,5 @@
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add_subdirectory(Plugin_VideoOGL)
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if(NOT USE_GLES)
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add_subdirectory(Plugin_VideoOGL)
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endif()
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add_subdirectory(Plugin_VideoSoftware)
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# TODO: Add other backends here!
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@ -181,15 +181,12 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
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void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
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{
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const float scaleX = Renderer::GetXFBScaleX();
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const float scaleY = Renderer::GetXFBScaleY();
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TargetRectangle targetSource;
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targetSource.top = (int)(sourceRc.top *scaleY);
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targetSource.bottom = (int)(sourceRc.bottom *scaleY);
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targetSource.left = (int)(sourceRc.left *scaleX);
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targetSource.right = (int)(sourceRc.right * scaleX);
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targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
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targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
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targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
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targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
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*width = targetSource.right - targetSource.left;
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*height = targetSource.bottom - targetSource.top;
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@ -16,7 +16,6 @@
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// http://code.google.com/p/dolphin-emu/
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#include <math.h>
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#include <strsafe.h>
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#include "Timer.h"
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@ -45,6 +44,8 @@
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#include "BPFunctions.h"
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#include "AVIDump.h"
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#include "FPSCounter.h"
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#include "ConfigManager.h"
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#include <strsafe.h>
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namespace DX11
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{
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@ -348,17 +349,14 @@ Renderer::Renderer()
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s_backbuffer_width = D3D::GetBackBufferWidth();
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s_backbuffer_height = D3D::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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FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
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FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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CalculateXYScale(dst_rect);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastAA = g_ActiveConfig.iMultisampleMode;
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize();
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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SetupDeviceObjects();
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@ -901,7 +899,7 @@ void formatBufferDump(const char *in, char *out, int w, int h, int p)
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// This function has the final picture. We adjust the aspect ratio here.
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void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
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{
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if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
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if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
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{
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if (g_ActiveConfig.bDumpFrames && frame_data)
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AVIDump::AddFrame(frame_data);
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@ -927,13 +925,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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ResetAPIState();
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// Prepare to copy the XFBs to our backbuffer
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TargetRectangle dst_rect;
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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int X = dst_rect.left;
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int Y = dst_rect.top;
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int Width = dst_rect.right - dst_rect.left;
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int Height = dst_rect.bottom - dst_rect.top;
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int X = GetTargetRectangle().left;
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int Y = GetTargetRectangle().top;
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int Width = GetTargetRectangle().right - GetTargetRectangle().left;
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int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
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// TODO: Redundant checks...
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if (X < 0) X = 0;
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@ -977,7 +974,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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MathUtil::Rectangle<float> drawRc;
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if (g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
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if (g_ActiveConfig.bUseRealXFB)
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{
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drawRc.top = 1;
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drawRc.bottom = -1;
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drawRc.left = -1;
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drawRc.right = 1;
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}
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else
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{
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// use virtual xfb with offset
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int xfbHeight = xfbSource->srcHeight;
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@ -998,13 +1002,6 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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//drawRc.left *= hScale;
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//drawRc.right *= hScale;
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}
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else
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{
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drawRc.top = 1;
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drawRc.bottom = -1;
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drawRc.left = -1;
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drawRc.right = 1;
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}
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xfbSource->Draw(sourceRc, drawRc, 0, 0);
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}
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@ -1021,7 +1018,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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// done with drawing the game stuff, good moment to save a screenshot
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if (s_bScreenshot)
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{
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SaveScreenshot(s_sScreenshotName, dst_rect);
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SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
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s_bScreenshot = false;
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}
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@ -1038,8 +1035,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::context->CopyResource(s_screenshot_texture, (ID3D11Resource*)D3D::GetBackBuffer()->GetTex());
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if (!bLastFrameDumped)
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{
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s_recordWidth = dst_rect.GetWidth();
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s_recordHeight = dst_rect.GetHeight();
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s_recordWidth = GetTargetRectangle().GetWidth();
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s_recordHeight = GetTargetRectangle().GetHeight();
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bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
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if (!bAVIDumping)
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{
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@ -1065,7 +1062,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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w = s_recordWidth;
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h = s_recordHeight;
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}
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char* source_ptr = (char*)map.pData + dst_rect.left*4 + dst_rect.top*map.RowPitch;
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char* source_ptr = (char*)map.pData + GetTargetRectangle().left*4 + GetTargetRectangle().top*map.RowPitch;
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formatBufferDump(source_ptr, frame_data, s_recordWidth, s_recordHeight, map.RowPitch);
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AVIDump::AddFrame(frame_data);
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D3D::context->Unmap(s_screenshot_texture, 0);
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@ -1094,11 +1091,18 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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D3D::font.DrawTextScaled(0, 0, 20, 0.0f, 0xFF00FFFF, fps);
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}
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if (SConfig::GetInstance().m_ShowLag)
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{
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char lag[10];
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StringCchPrintfA(lag, 1000, "Lag: %llu\n", Movie::g_currentLagCount);
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D3D::font.DrawTextScaled(0, 18, 20, 0.0f, 0xFF00FFFF, lag);
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}
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if (g_ActiveConfig.bShowInputDisplay)
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{
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char inputDisplay[1000];
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StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
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D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, inputDisplay);
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D3D::font.DrawTextScaled(0, 36, 20, 0.0f, 0xFF00FFFF, inputDisplay);
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}
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Renderer::DrawDebugText();
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@ -1106,13 +1110,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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{
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char buf[32768];
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Statistics::ToString(buf);
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D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf);
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D3D::font.DrawTextScaled(0, 36, 20, 0.0f, 0xFF00FFFF, buf);
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}
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else if (g_ActiveConfig.bOverlayProjStats)
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{
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char buf[32768];
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Statistics::ToStringProj(buf);
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D3D::font.DrawTextScaled(0, 30, 20, 0.0f, 0xFF00FFFF, buf);
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D3D::font.DrawTextScaled(0, 36, 20, 0.0f, 0xFF00FFFF, buf);
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}
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OSD::DrawMessages();
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@ -1134,15 +1138,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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bool xfbchanged = false;
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if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
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if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != 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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unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
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unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
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FramebufferManagerBase::SetLastXfbWidth(w);
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FramebufferManagerBase::SetLastXfbHeight(h);
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}
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// update FPS counter
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@ -1175,12 +1177,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
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s_backbuffer_height = D3D::GetBackBufferHeight();
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}
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ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
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CalculateXYScale(dst_rect);
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UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
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s_LastEFBScale = g_ActiveConfig.iEFBScale;
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CalculateTargetSize();
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CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
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D3D::context->OMSetRenderTargets(1, &D3D::GetBackBuffer()->GetRTV(), NULL);
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|
@ -39,33 +39,41 @@ namespace DX11
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{
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||||
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// TODO: Find sensible values for these two
|
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE*2 * 16;
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16 * sizeof(u16);
|
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const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
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const UINT MAXVBUFFER_COUNT = 2;
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void VertexManager::CreateDeviceObjects()
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{
|
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D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
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D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
|
||||
|
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CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffer)),
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"Failed to create index buffer.");
|
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D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffer, "index buffer of VertexManager");
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|
||||
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufdesc.ByteWidth = VBUFFER_SIZE;
|
||||
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffer)),
|
||||
"Failed to create vertex buffer.");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffer, "vertex buffer of VertexManager");
|
||||
|
||||
m_indexBufferCursor = 0;
|
||||
m_vertexBufferCursor = 0;
|
||||
m_vertexDrawOffset = 0;
|
||||
|
||||
m_triangleDrawIndex = 0;
|
||||
m_lineDrawIndex = 0;
|
||||
m_pointDrawIndex = 0;
|
||||
|
||||
m_indexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
|
||||
m_vertexBuffers = new PID3D11Buffer[MAXVBUFFER_COUNT];
|
||||
for (m_activeIndexBuffer = 0; m_activeIndexBuffer < MAXVBUFFER_COUNT; m_activeIndexBuffer++)
|
||||
{
|
||||
m_indexBuffers[m_activeIndexBuffer] = NULL;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_indexBuffers[m_activeIndexBuffer])),
|
||||
"Failed to create index buffer.");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_indexBuffers[m_activeIndexBuffer], "index buffer of VertexManager");
|
||||
}
|
||||
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
bufdesc.ByteWidth = VBUFFER_SIZE;
|
||||
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
|
||||
{
|
||||
m_vertexBuffers[m_activeVertexBuffer] = NULL;
|
||||
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertexBuffers[m_activeVertexBuffer])),
|
||||
"Failed to create vertex buffer.");
|
||||
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertexBuffers[m_activeVertexBuffer], "Vertex buffer of VertexManager");
|
||||
}
|
||||
m_activeVertexBuffer = 0;
|
||||
m_activeIndexBuffer = 0;
|
||||
m_indexBufferCursor = IBUFFER_SIZE;
|
||||
m_vertexBufferCursor = VBUFFER_SIZE;
|
||||
m_lineShader.Init();
|
||||
m_pointShader.Init();
|
||||
}
|
||||
@ -74,9 +82,12 @@ void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
m_pointShader.Shutdown();
|
||||
m_lineShader.Shutdown();
|
||||
|
||||
SAFE_RELEASE(m_vertexBuffer);
|
||||
SAFE_RELEASE(m_indexBuffer);
|
||||
for (m_activeVertexBuffer = 0; m_activeVertexBuffer < MAXVBUFFER_COUNT; m_activeVertexBuffer++)
|
||||
{
|
||||
SAFE_RELEASE(m_vertexBuffers[m_activeVertexBuffer]);
|
||||
SAFE_RELEASE(m_indexBuffers[m_activeVertexBuffer]);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
VertexManager::VertexManager()
|
||||
@ -94,42 +105,41 @@ void VertexManager::LoadBuffers()
|
||||
D3D11_MAPPED_SUBRESOURCE map;
|
||||
|
||||
UINT vSize = UINT(s_pCurBufferPointer - LocalVBuffer);
|
||||
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
|
||||
if (m_vertexBufferCursor + vSize >= VBUFFER_SIZE)
|
||||
{
|
||||
// Wrap around
|
||||
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||
m_activeVertexBuffer = (m_activeVertexBuffer + 1) % MAXVBUFFER_COUNT;
|
||||
m_vertexBufferCursor = 0;
|
||||
MapType = D3D11_MAP_WRITE_DISCARD;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Append data
|
||||
D3D::context->Map(m_vertexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
|
||||
}
|
||||
|
||||
D3D::context->Map(m_vertexBuffers[m_activeVertexBuffer], 0, MapType, 0, &map);
|
||||
|
||||
memcpy((u8*)map.pData + m_vertexBufferCursor, LocalVBuffer, vSize);
|
||||
D3D::context->Unmap(m_vertexBuffer, 0);
|
||||
D3D::context->Unmap(m_vertexBuffers[m_activeVertexBuffer], 0);
|
||||
m_vertexDrawOffset = m_vertexBufferCursor;
|
||||
m_vertexBufferCursor += vSize;
|
||||
|
||||
UINT iCount = IndexGenerator::GetTriangleindexLen() +
|
||||
IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
|
||||
if (m_indexBufferCursor + iCount >= IBUFFER_SIZE/2)
|
||||
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
|
||||
if (m_indexBufferCursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
|
||||
{
|
||||
// Wrap around
|
||||
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
|
||||
m_activeIndexBuffer = (m_activeIndexBuffer + 1) % MAXVBUFFER_COUNT;
|
||||
m_indexBufferCursor = 0;
|
||||
MapType = D3D11_MAP_WRITE_DISCARD;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Append data
|
||||
D3D::context->Map(m_indexBuffer, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map);
|
||||
}
|
||||
D3D::context->Map(m_indexBuffers[m_activeIndexBuffer], 0, MapType, 0, &map);
|
||||
|
||||
m_triangleDrawIndex = m_indexBufferCursor;
|
||||
m_lineDrawIndex = m_triangleDrawIndex + IndexGenerator::GetTriangleindexLen();
|
||||
m_pointDrawIndex = m_lineDrawIndex + IndexGenerator::GetLineindexLen();
|
||||
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, 2*IndexGenerator::GetTriangleindexLen());
|
||||
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, 2*IndexGenerator::GetLineindexLen());
|
||||
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, 2*IndexGenerator::GetPointindexLen());
|
||||
D3D::context->Unmap(m_indexBuffer, 0);
|
||||
memcpy((u16*)map.pData + m_triangleDrawIndex, TIBuffer, sizeof(u16) * IndexGenerator::GetTriangleindexLen());
|
||||
memcpy((u16*)map.pData + m_lineDrawIndex, LIBuffer, sizeof(u16) * IndexGenerator::GetLineindexLen());
|
||||
memcpy((u16*)map.pData + m_pointDrawIndex, PIBuffer, sizeof(u16) * IndexGenerator::GetPointindexLen());
|
||||
D3D::context->Unmap(m_indexBuffers[m_activeIndexBuffer], 0);
|
||||
m_indexBufferCursor += iCount;
|
||||
}
|
||||
|
||||
@ -139,9 +149,9 @@ static const float LINE_PT_TEX_OFFSETS[8] = {
|
||||
|
||||
void VertexManager::Draw(UINT stride)
|
||||
{
|
||||
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &m_vertexDrawOffset);
|
||||
D3D::context->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R16_UINT, 0);
|
||||
|
||||
D3D::context->IASetVertexBuffers(0, 1, &m_vertexBuffers[m_activeVertexBuffer], &stride, &m_vertexDrawOffset);
|
||||
D3D::context->IASetIndexBuffer(m_indexBuffers[m_activeIndexBuffer], DXGI_FORMAT_R16_UINT, 0);
|
||||
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
{
|
||||
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
|
||||
@ -260,12 +270,11 @@ void VertexManager::vFlush()
|
||||
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
|
||||
goto shader_fail;
|
||||
}
|
||||
|
||||
LoadBuffers();
|
||||
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
||||
g_renderer->ApplyState(useDstAlpha);
|
||||
LoadBuffers();
|
||||
|
||||
Draw(stride);
|
||||
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
@ -32,10 +32,11 @@ public:
|
||||
~VertexManager();
|
||||
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
|
||||
private:
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
|
||||
private:
|
||||
|
||||
void LoadBuffers();
|
||||
void Draw(UINT stride);
|
||||
// temp
|
||||
@ -46,9 +47,12 @@ private:
|
||||
UINT m_vertexDrawOffset;
|
||||
UINT m_triangleDrawIndex;
|
||||
UINT m_lineDrawIndex;
|
||||
UINT m_pointDrawIndex;
|
||||
ID3D11Buffer* m_indexBuffer;
|
||||
ID3D11Buffer* m_vertexBuffer;
|
||||
UINT m_pointDrawIndex;
|
||||
UINT m_activeVertexBuffer;
|
||||
UINT m_activeIndexBuffer;
|
||||
typedef ID3D11Buffer* PID3D11Buffer;
|
||||
PID3D11Buffer* m_indexBuffers;
|
||||
PID3D11Buffer* m_vertexBuffers;
|
||||
|
||||
LineGeometryShader m_lineShader;
|
||||
PointGeometryShader m_pointShader;
|
||||
|
@ -149,15 +149,12 @@ XFBSourceBase* FramebufferManager::CreateXFBSource(unsigned int target_width, un
|
||||
|
||||
void FramebufferManager::GetTargetSize(unsigned int *width, unsigned int *height, const EFBRectangle& sourceRc)
|
||||
{
|
||||
const float scaleX = Renderer::GetXFBScaleX();
|
||||
const float scaleY = Renderer::GetXFBScaleY();
|
||||
|
||||
TargetRectangle targetSource;
|
||||
|
||||
targetSource.top = (int)(sourceRc.top *scaleY);
|
||||
targetSource.bottom = (int)(sourceRc.bottom *scaleY);
|
||||
targetSource.left = (int)(sourceRc.left *scaleX);
|
||||
targetSource.right = (int)(sourceRc.right * scaleX);
|
||||
targetSource.top = ScaleToVirtualXfbHeight(sourceRc.top, Renderer::GetBackbufferHeight());
|
||||
targetSource.bottom = ScaleToVirtualXfbHeight(sourceRc.bottom, Renderer::GetBackbufferHeight());
|
||||
targetSource.left = ScaleToVirtualXfbWidth(sourceRc.left, Renderer::GetBackbufferWidth());
|
||||
targetSource.right = ScaleToVirtualXfbWidth(sourceRc.right, Renderer::GetBackbufferWidth());
|
||||
|
||||
*width = targetSource.right - targetSource.left;
|
||||
*height = targetSource.bottom - targetSource.top;
|
||||
|
@ -17,7 +17,6 @@
|
||||
|
||||
#include <list>
|
||||
#include <d3dx9.h>
|
||||
#include <strsafe.h>
|
||||
|
||||
#include "StringUtil.h"
|
||||
#include "Common.h"
|
||||
@ -55,6 +54,10 @@
|
||||
#include "Movie.h"
|
||||
#include "BPFunctions.h"
|
||||
#include "FPSCounter.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
#include <strsafe.h>
|
||||
|
||||
|
||||
namespace DX9
|
||||
{
|
||||
@ -225,6 +228,7 @@ void SetupDeviceObjects()
|
||||
// To avoid shader compilation stutters, read back all shaders from cache.
|
||||
VertexShaderCache::Init();
|
||||
PixelShaderCache::Init();
|
||||
g_vertex_manager->CreateDeviceObjects();
|
||||
// Texture cache will recreate themselves over time.
|
||||
}
|
||||
|
||||
@ -243,6 +247,7 @@ void TeardownDeviceObjects()
|
||||
VertexShaderCache::Shutdown();
|
||||
PixelShaderCache::Shutdown();
|
||||
TextureConverter::Shutdown();
|
||||
g_vertex_manager->DestroyDeviceObjects();
|
||||
}
|
||||
|
||||
// Init functions
|
||||
@ -277,19 +282,16 @@ Renderer::Renderer()
|
||||
s_backbuffer_width = D3D::GetBackBufferWidth();
|
||||
s_backbuffer_height = D3D::GetBackBufferHeight();
|
||||
|
||||
s_XFB_width = MAX_XFB_WIDTH;
|
||||
s_XFB_height = MAX_XFB_HEIGHT;
|
||||
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
|
||||
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
|
||||
|
||||
TargetRectangle dst_rect;
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
|
||||
CalculateXYScale(dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
s_LastAA = g_ActiveConfig.iMultisampleMode;
|
||||
int SupersampleCoeficient = (s_LastAA % 3) + 1;
|
||||
|
||||
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
||||
CalculateTargetSize(SupersampleCoeficient);
|
||||
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
|
||||
|
||||
// Make sure to use valid texture sizes
|
||||
D3D::FixTextureSize(s_target_width, s_target_height);
|
||||
@ -704,8 +706,8 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
|
||||
// If GX viewport is off the render target, we must clamp our viewport
|
||||
// within the bounds. Use the correction matrix to compensate.
|
||||
ViewportCorrectionMatrix(vpCorrection,
|
||||
intendedX, intendedY, intendedWd, intendedHt,
|
||||
X, Y, Wd, Ht);
|
||||
(float)intendedX, (float)intendedY, (float)intendedWd, (float)intendedHt,
|
||||
(float)X, (float)Y, (float)Wd, (float)Ht);
|
||||
|
||||
D3DVIEWPORT9 vp;
|
||||
vp.X = X;
|
||||
@ -834,7 +836,7 @@ bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle
|
||||
// This function has the final picture. We adjust the aspect ratio here.
|
||||
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
|
||||
{
|
||||
if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
|
||||
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
|
||||
{
|
||||
if (g_ActiveConfig.bDumpFrames && frame_data)
|
||||
AVIDump::AddFrame(frame_data);
|
||||
@ -885,8 +887,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::dev->SetDepthStencilSurface(NULL);
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
|
||||
TargetRectangle dst_rect;
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
D3DVIEWPORT9 vp;
|
||||
|
||||
// Clear full target screen (edges, borders etc)
|
||||
@ -906,10 +907,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::dev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
|
||||
}
|
||||
|
||||
int X = dst_rect.left;
|
||||
int Y = dst_rect.top;
|
||||
int Width = dst_rect.right - dst_rect.left;
|
||||
int Height = dst_rect.bottom - dst_rect.top;
|
||||
int X = GetTargetRectangle().left;
|
||||
int Y = GetTargetRectangle().top;
|
||||
int Width = GetTargetRectangle().right - GetTargetRectangle().left;
|
||||
int Height = GetTargetRectangle().bottom - GetTargetRectangle().top;
|
||||
|
||||
// Sanity check
|
||||
if (X < 0) X = 0;
|
||||
@ -952,7 +953,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
MathUtil::Rectangle<float> drawRc;
|
||||
|
||||
if (!g_ActiveConfig.bUseRealXFB)
|
||||
if (g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
drawRc.top = -1;
|
||||
drawRc.bottom = 1;
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
@ -966,20 +974,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
|
||||
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
|
||||
//float vScale = (float)fbHeight / (float)GetTargetRectangle().GetHeight();
|
||||
//float hScale = (float)fbWidth / (float)GetTargetRectangle().GetWidth();
|
||||
//drawRc.top *= vScale;
|
||||
//drawRc.bottom *= vScale;
|
||||
//drawRc.left *= hScale;
|
||||
//drawRc.right *= hScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawRc.top = -1;
|
||||
drawRc.bottom = 1;
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
|
||||
xfbSource->Draw(sourceRc, drawRc, Width, Height);
|
||||
}
|
||||
@ -1016,7 +1017,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (s_bScreenshot)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
|
||||
SaveScreenshot(s_sScreenshotName, dst_rect);
|
||||
SaveScreenshot(s_sScreenshotName, GetTargetRectangle());
|
||||
s_bScreenshot = false;
|
||||
}
|
||||
|
||||
@ -1030,8 +1031,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
HRESULT hr = D3D::dev->GetRenderTargetData(D3D::GetBackBufferSurface(),ScreenShootMEMSurface);
|
||||
if (!bLastFrameDumped)
|
||||
{
|
||||
s_recordWidth = dst_rect.GetWidth();
|
||||
s_recordHeight = dst_rect.GetHeight();
|
||||
s_recordWidth = GetTargetRectangle().GetWidth();
|
||||
s_recordHeight = GetTargetRectangle().GetHeight();
|
||||
bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), s_recordWidth, s_recordHeight);
|
||||
if (!bAVIDumping)
|
||||
{
|
||||
@ -1048,7 +1049,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (bAVIDumping)
|
||||
{
|
||||
D3DLOCKED_RECT rect;
|
||||
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, dst_rect.AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
||||
if (SUCCEEDED(ScreenShootMEMSurface->LockRect(&rect, GetTargetRectangle().AsRECT(), D3DLOCK_NO_DIRTY_UPDATE | D3DLOCK_NOSYSLOCK | D3DLOCK_READONLY)))
|
||||
{
|
||||
if (!frame_data || w != s_recordWidth || h != s_recordHeight)
|
||||
{
|
||||
@ -1089,23 +1090,31 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
D3D::font.DrawTextScaled(0, 0, 20, 20, 0.0f, 0xFF00FFFF, fps);
|
||||
}
|
||||
|
||||
if (SConfig::GetInstance().m_ShowLag)
|
||||
{
|
||||
char lag[10];
|
||||
StringCchPrintfA(lag, 1000, "Lag: %llu\n", Movie::g_currentLagCount);
|
||||
D3D::font.DrawTextScaled(0, 18, 20, 20, 0.0f, 0xFF00FFFF, lag);
|
||||
}
|
||||
|
||||
if (g_ActiveConfig.bShowInputDisplay)
|
||||
{
|
||||
char inputDisplay[1000];
|
||||
StringCchPrintfA(inputDisplay, 1000, Movie::GetInputDisplay().c_str());
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
|
||||
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, inputDisplay);
|
||||
}
|
||||
|
||||
Renderer::DrawDebugText();
|
||||
|
||||
if (g_ActiveConfig.bOverlayStats)
|
||||
{
|
||||
Statistics::ToString(st);
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
|
||||
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
|
||||
}
|
||||
else if (g_ActiveConfig.bOverlayProjStats)
|
||||
{
|
||||
Statistics::ToStringProj(st);
|
||||
D3D::font.DrawTextScaled(0, 30, 20, 20, 0.0f, 0xFF00FFFF, st);
|
||||
D3D::font.DrawTextScaled(0, 36, 20, 20, 0.0f, 0xFF00FFFF, st);
|
||||
}
|
||||
|
||||
OSD::DrawMessages();
|
||||
@ -1127,15 +1136,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
bool xfbchanged = false;
|
||||
|
||||
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
||||
if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
||||
{
|
||||
xfbchanged = true;
|
||||
s_XFB_width = fbWidth;
|
||||
s_XFB_height = fbHeight;
|
||||
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
||||
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
||||
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
||||
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
||||
unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
|
||||
unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
|
||||
FramebufferManagerBase::SetLastXfbWidth(w);
|
||||
FramebufferManagerBase::SetLastXfbHeight(h);
|
||||
}
|
||||
|
||||
u32 newAA = g_ActiveConfig.iMultisampleMode;
|
||||
@ -1144,14 +1151,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
{
|
||||
s_LastAA = newAA;
|
||||
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
|
||||
CalculateXYScale(dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
int SupersampleCoeficient = (s_LastAA % 3) + 1;
|
||||
|
||||
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
||||
CalculateTargetSize(SupersampleCoeficient);
|
||||
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height, SupersampleCoeficient);
|
||||
|
||||
D3D::dev->SetRenderTarget(0, D3D::GetBackBufferSurface());
|
||||
D3D::dev->SetDepthStencilSurface(D3D::GetBackBufferDepthSurface());
|
||||
@ -1198,6 +1203,14 @@ void Renderer::ApplyState(bool bUseDstAlpha)
|
||||
{
|
||||
D3D::ChangeRenderState(D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_ALPHA);
|
||||
D3D::ChangeRenderState(D3DRS_ALPHABLENDENABLE, false);
|
||||
if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
|
||||
{
|
||||
//This is needed to draw to the correct pixels in multi-pass algorithms
|
||||
//this avoid z-figthing and grants that you write to the same pixels
|
||||
//affected by the last pass
|
||||
D3D::ChangeRenderState(D3DRS_ZWRITEENABLE, false);
|
||||
D3D::ChangeRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1205,7 +1218,11 @@ void Renderer::RestoreState()
|
||||
{
|
||||
D3D::RefreshRenderState(D3DRS_COLORWRITEENABLE);
|
||||
D3D::RefreshRenderState(D3DRS_ALPHABLENDENABLE);
|
||||
|
||||
if(bpmem.zmode.testenable && bpmem.zmode.updateenable)
|
||||
{
|
||||
D3D::RefreshRenderState(D3DRS_ZWRITEENABLE);
|
||||
D3D::RefreshRenderState(D3DRS_ZFUNC);
|
||||
}
|
||||
// TODO: Enable this code. Caused glitches for me however (neobrain)
|
||||
// for (unsigned int i = 0; i < 8; ++i)
|
||||
// D3D::dev->SetTexture(i, NULL);
|
||||
|
@ -39,9 +39,12 @@
|
||||
|
||||
// internal state for loading vertices
|
||||
extern NativeVertexFormat *g_nativeVertexFmt;
|
||||
|
||||
namespace DX9
|
||||
{
|
||||
//This are the initially requeted size for the buffers expresed in elements
|
||||
const u32 IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * 16;
|
||||
const u32 VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE * 16;
|
||||
const u32 MAXVBUFFER_COUNT = 2;
|
||||
|
||||
inline void DumpBadShaders()
|
||||
{
|
||||
@ -62,8 +65,202 @@ inline void DumpBadShaders()
|
||||
#endif
|
||||
}
|
||||
|
||||
void VertexManager::Draw(int stride)
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
NumVBuffers = 0;
|
||||
VBuffers = NULL;
|
||||
IBuffers = NULL;
|
||||
D3DCAPS9 DeviceCaps = D3D::GetCaps();
|
||||
u32 devicevMaxBufferSize = DeviceCaps.MaxPrimitiveCount * 3 * DeviceCaps.MaxStreamStride;
|
||||
//Calculate Device Dependant size
|
||||
CurrentVBufferSize = (VBUFFER_SIZE > devicevMaxBufferSize) ? devicevMaxBufferSize : VBUFFER_SIZE;
|
||||
CurrentIBufferSize = (IBUFFER_SIZE > DeviceCaps.MaxVertexIndex) ? DeviceCaps.MaxVertexIndex : IBUFFER_SIZE;
|
||||
//if device caps are not enough for Vbuffer fall back to vertex arrays
|
||||
if (CurrentIBufferSize < MAXIBUFFERSIZE || CurrentVBufferSize < MAXVBUFFERSIZE) return;
|
||||
|
||||
VBuffers = new LPDIRECT3DVERTEXBUFFER9[MAXVBUFFER_COUNT];
|
||||
IBuffers = new LPDIRECT3DINDEXBUFFER9[MAXVBUFFER_COUNT];
|
||||
|
||||
bool Fail = false;
|
||||
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
|
||||
{
|
||||
VBuffers[CurrentVBuffer] = NULL;
|
||||
IBuffers[CurrentVBuffer] = NULL;
|
||||
}
|
||||
for (CurrentVBuffer = 0; CurrentVBuffer < MAXVBUFFER_COUNT; CurrentVBuffer++)
|
||||
{
|
||||
if(FAILED( D3D::dev->CreateVertexBuffer( CurrentVBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &VBuffers[CurrentVBuffer], NULL ) ) )
|
||||
{
|
||||
Fail = true;
|
||||
break;
|
||||
}
|
||||
if( FAILED( D3D::dev->CreateIndexBuffer( CurrentIBufferSize * sizeof(u16), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &IBuffers[CurrentVBuffer], NULL ) ) )
|
||||
{
|
||||
Fail = true;
|
||||
return;
|
||||
}
|
||||
}
|
||||
NumVBuffers = CurrentVBuffer;
|
||||
CurrentVBuffer = 0;
|
||||
CurrentIBuffer = 0;
|
||||
CurrentIBufferIndex = CurrentIBufferSize;
|
||||
CurrentVBufferIndex = CurrentVBufferSize;
|
||||
|
||||
if (Fail)
|
||||
{
|
||||
NumVBuffers--;
|
||||
if (NumVBuffers < 2)
|
||||
{
|
||||
//Error creating Vertex buffers. clean and fall to Vertex arrays
|
||||
NumVBuffers = MAXVBUFFER_COUNT;
|
||||
DestroyDeviceObjects();
|
||||
}
|
||||
}
|
||||
}
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
D3D::dev->SetStreamSource( 0, NULL, 0, 0);
|
||||
D3D::dev->SetIndices(NULL);
|
||||
for (int i = 0; i < MAXVBUFFER_COUNT; i++)
|
||||
{
|
||||
if(VBuffers)
|
||||
{
|
||||
if (VBuffers[i])
|
||||
{
|
||||
VBuffers[i]->Release();
|
||||
VBuffers[i] = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
if (IBuffers[i])
|
||||
{
|
||||
IBuffers[i]->Release();
|
||||
IBuffers[i] = NULL;
|
||||
}
|
||||
}
|
||||
if(VBuffers)
|
||||
delete [] VBuffers;
|
||||
if(IBuffers)
|
||||
delete [] IBuffers;
|
||||
VBuffers = NULL;
|
||||
IBuffers = NULL;
|
||||
}
|
||||
|
||||
void VertexManager::PrepareVBuffers(int stride)
|
||||
{
|
||||
if (!NumVBuffers)
|
||||
{
|
||||
return;
|
||||
}
|
||||
u8* pVertices;
|
||||
u16* pIndices;
|
||||
int datasize = IndexGenerator::GetNumVerts() * stride;
|
||||
int TdataSize = IndexGenerator::GetTriangleindexLen();
|
||||
int LDataSize = IndexGenerator::GetLineindexLen();
|
||||
int PDataSize = IndexGenerator::GetPointindexLen();
|
||||
int IndexDataSize = TdataSize + LDataSize + PDataSize;
|
||||
DWORD LockMode = D3DLOCK_NOOVERWRITE;
|
||||
|
||||
if (CurrentVBufferIndex > CurrentVBufferSize - datasize)
|
||||
{
|
||||
LockMode = D3DLOCK_DISCARD;
|
||||
CurrentVBufferIndex = 0;
|
||||
CurrentVBuffer = (CurrentVBuffer + 1) % NumVBuffers;
|
||||
}
|
||||
|
||||
if(FAILED(VBuffers[CurrentVBuffer]->Lock(CurrentVBufferIndex, datasize,(VOID**)(&pVertices), LockMode)))
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
return;
|
||||
}
|
||||
memcpy(pVertices, LocalVBuffer, datasize);
|
||||
VBuffers[CurrentVBuffer]->Unlock();
|
||||
|
||||
LockMode = D3DLOCK_NOOVERWRITE;
|
||||
|
||||
if (CurrentIBufferIndex > CurrentIBufferSize - IndexDataSize)
|
||||
{
|
||||
LockMode = D3DLOCK_DISCARD;
|
||||
CurrentIBufferIndex = 0;
|
||||
CurrentIBuffer = (CurrentIBuffer + 1) % NumVBuffers;
|
||||
}
|
||||
|
||||
if(FAILED(IBuffers[CurrentIBuffer]->Lock(CurrentIBufferIndex * sizeof(u16), IndexDataSize * sizeof(u16), (VOID**)(&pIndices), LockMode )))
|
||||
{
|
||||
DestroyDeviceObjects();
|
||||
return;
|
||||
}
|
||||
if(TdataSize)
|
||||
{
|
||||
memcpy(pIndices, TIBuffer, TdataSize * sizeof(u16));
|
||||
pIndices += TdataSize;
|
||||
}
|
||||
if(LDataSize)
|
||||
{
|
||||
memcpy(pIndices, LIBuffer, LDataSize * sizeof(u16));
|
||||
pIndices += LDataSize;
|
||||
}
|
||||
if(PDataSize)
|
||||
{
|
||||
memcpy(pIndices, PIBuffer, PDataSize * sizeof(u16));
|
||||
}
|
||||
IBuffers[CurrentIBuffer]->Unlock();
|
||||
D3D::dev->SetStreamSource( 0, VBuffers[CurrentVBuffer], CurrentVBufferIndex, stride);
|
||||
if(CurrentIBufferIndex == 0)
|
||||
{
|
||||
D3D::dev->SetIndices(IBuffers[CurrentIBuffer]);
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::DrawVB(int stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
D3DPT_TRIANGLELIST,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex,
|
||||
IndexGenerator::GetNumTriangles())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumLines() > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
D3DPT_LINELIST,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen(),
|
||||
IndexGenerator::GetNumLines())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
if (IndexGenerator::GetNumPoints() > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitive(
|
||||
D3DPT_POINTLIST,
|
||||
0,
|
||||
0,
|
||||
IndexGenerator::GetNumVerts(),
|
||||
CurrentIBufferIndex + IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen(),
|
||||
IndexGenerator::GetNumPoints())))
|
||||
{
|
||||
DumpBadShaders();
|
||||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void VertexManager::DrawVA(int stride)
|
||||
{
|
||||
if (IndexGenerator::GetNumTriangles() > 0)
|
||||
{
|
||||
if (FAILED(D3D::dev->DrawIndexedPrimitiveUP(
|
||||
@ -105,7 +302,7 @@ void VertexManager::Draw(int stride)
|
||||
DumpBadShaders();
|
||||
}
|
||||
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VertexManager::vFlush()
|
||||
@ -153,7 +350,7 @@ void VertexManager::vFlush()
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants();
|
||||
PixelShaderManager::SetConstants();
|
||||
|
||||
int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
if (!PixelShaderCache::SetShader(DSTALPHA_NONE,g_nativeVertexFmt->m_components))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
|
||||
@ -165,17 +362,14 @@ void VertexManager::vFlush()
|
||||
goto shader_fail;
|
||||
|
||||
}
|
||||
|
||||
int stride = g_nativeVertexFmt->GetVertexStride();
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
|
||||
Draw(stride);
|
||||
PrepareVBuffers(stride);
|
||||
g_nativeVertexFmt->SetupVertexPointers();
|
||||
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
|
||||
|
||||
bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate &&
|
||||
bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24;
|
||||
if (useDstAlpha)
|
||||
{
|
||||
DWORD write = 0;
|
||||
if (!PixelShaderCache::SetShader(DSTALPHA_ALPHA_PASS, g_nativeVertexFmt->m_components))
|
||||
{
|
||||
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
|
||||
@ -183,12 +377,17 @@ void VertexManager::vFlush()
|
||||
}
|
||||
// update alpha only
|
||||
g_renderer->ApplyState(true);
|
||||
Draw(stride);
|
||||
if(NumVBuffers){ DrawVB(stride);} else { DrawVA(stride);}
|
||||
g_renderer->RestoreState();
|
||||
}
|
||||
GFX_DEBUGGER_PAUSE_AT(NEXT_FLUSH, true);
|
||||
|
||||
shader_fail:
|
||||
if(NumVBuffers)
|
||||
{
|
||||
CurrentIBufferIndex += IndexGenerator::GetTriangleindexLen() + IndexGenerator::GetLineindexLen() + IndexGenerator::GetPointindexLen();
|
||||
CurrentVBufferIndex += IndexGenerator::GetNumVerts() * stride;
|
||||
}
|
||||
ResetBuffer();
|
||||
}
|
||||
|
||||
|
@ -31,9 +31,21 @@ class VertexManager : public ::VertexManager
|
||||
public:
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
void GetElements(NativeVertexFormat* format, D3DVERTEXELEMENT9** elems, int* num);
|
||||
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
private:
|
||||
void Draw(int stride);
|
||||
u32 CurrentVBufferIndex;
|
||||
u32 CurrentVBufferSize;
|
||||
u32 CurrentIBufferIndex;
|
||||
u32 CurrentIBufferSize;
|
||||
u32 NumVBuffers;
|
||||
u32 CurrentVBuffer;
|
||||
u32 CurrentIBuffer;
|
||||
LPDIRECT3DVERTEXBUFFER9 *VBuffers;
|
||||
LPDIRECT3DINDEXBUFFER9 *IBuffers;
|
||||
void PrepareVBuffers(int stride);
|
||||
void DrawVB(int stride);
|
||||
void DrawVA(int stride);
|
||||
// temp
|
||||
void vFlush();
|
||||
};
|
||||
|
@ -49,7 +49,7 @@
|
||||
#include "D3DUtil.h"
|
||||
#include "EmuWindow.h"
|
||||
#include "VideoState.h"
|
||||
#include "render.h"
|
||||
#include "Render.h"
|
||||
#include "DLCache.h"
|
||||
#include "IniFile.h"
|
||||
#include "Core.h"
|
||||
@ -169,9 +169,9 @@ void VideoBackend::Video_Prepare()
|
||||
s_swapRequested = FALSE;
|
||||
|
||||
// internal interfaces
|
||||
g_renderer = new Renderer;
|
||||
g_texture_cache = new TextureCache;
|
||||
g_vertex_manager = new VertexManager;
|
||||
g_renderer = new Renderer;
|
||||
g_texture_cache = new TextureCache;
|
||||
// VideoCommon
|
||||
BPInit();
|
||||
Fifo_Init();
|
||||
@ -209,9 +209,9 @@ void VideoBackend::Shutdown()
|
||||
// internal interfaces
|
||||
PixelShaderCache::Shutdown();
|
||||
VertexShaderCache::Shutdown();
|
||||
delete g_vertex_manager;
|
||||
delete g_texture_cache;
|
||||
delete g_renderer;
|
||||
delete g_vertex_manager;
|
||||
g_renderer = NULL;
|
||||
g_texture_cache = NULL;
|
||||
}
|
||||
|
@ -13,11 +13,22 @@ set(SRCS Src/FramebufferManager.cpp
|
||||
Src/VertexManager.cpp)
|
||||
|
||||
set(LIBS videocommon
|
||||
GLEW
|
||||
SOIL
|
||||
common
|
||||
${OPENGL_LIBRARIES}
|
||||
${X11_LIBRARIES})
|
||||
if(USE_EGL)
|
||||
set(LIBS ${LIBS}
|
||||
EGL)
|
||||
endif()
|
||||
|
||||
if(USE_GLES)
|
||||
set(LIBS ${LIBS}
|
||||
GLESv2)
|
||||
else()
|
||||
set(LIBS ${LIBS}
|
||||
GLEW
|
||||
${OPENGL_LIBRARIES})
|
||||
endif()
|
||||
|
||||
if(wxWidgets_FOUND)
|
||||
set(LIBS ${LIBS} ${wxWidgets_LIBRARIES})
|
||||
|
@ -249,4 +249,4 @@
|
||||
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
|
||||
<ImportGroup Label="ExtensionTargets">
|
||||
</ImportGroup>
|
||||
</Project>
|
||||
</Project>
|
||||
|
@ -17,6 +17,7 @@
|
||||
|
||||
#include "Globals.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "VertexShaderGen.h"
|
||||
|
||||
#include "TextureConverter.h"
|
||||
#include "Render.h"
|
||||
@ -27,6 +28,11 @@ namespace OGL
|
||||
|
||||
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
|
||||
|
||||
static GLuint s_VBO = 0;
|
||||
static GLuint s_VAO = 0;
|
||||
static MathUtil::Rectangle<float> s_cached_sourcerc;
|
||||
static MathUtil::Rectangle<float> s_cached_drawrc;
|
||||
|
||||
int FramebufferManager::m_targetWidth;
|
||||
int FramebufferManager::m_targetHeight;
|
||||
int FramebufferManager::m_msaaSamples;
|
||||
@ -53,6 +59,15 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
||||
m_resolvedDepthTexture = 0;
|
||||
m_xfbFramebuffer = 0;
|
||||
|
||||
s_cached_sourcerc.bottom = -1;
|
||||
s_cached_sourcerc.left = -1;
|
||||
s_cached_sourcerc.right = -1;
|
||||
s_cached_sourcerc.top = -1;
|
||||
s_cached_drawrc.bottom = -1;
|
||||
s_cached_drawrc.left = -1;
|
||||
s_cached_drawrc.right = -1;
|
||||
s_cached_drawrc.top = -1;
|
||||
|
||||
m_targetWidth = targetWidth;
|
||||
m_targetHeight = targetHeight;
|
||||
|
||||
@ -169,7 +184,28 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
||||
// Create XFB framebuffer; targets will be created elsewhere.
|
||||
|
||||
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
|
||||
|
||||
|
||||
// Generate VBO & VAO - and initialize the VAO for "Draw"
|
||||
glGenBuffers(1, &s_VBO);
|
||||
glGenVertexArrays(1, &s_VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
|
||||
glBindVertexArray(s_VAO);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
|
||||
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
|
||||
|
||||
glClientActiveTexture(GL_TEXTURE1);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
|
||||
glViewport(0, 0, m_targetWidth, m_targetHeight);
|
||||
glScissor(0, 0, m_targetWidth, m_targetHeight);
|
||||
@ -181,6 +217,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
|
||||
FramebufferManager::~FramebufferManager()
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
glDeleteBuffers(1, &s_VBO);
|
||||
glDeleteVertexArrays(1, &s_VAO);
|
||||
|
||||
GLuint glObj[3];
|
||||
|
||||
@ -305,24 +343,37 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(sourcerc.left, sourcerc.bottom);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
|
||||
glVertex2f(drawrc.left, drawrc.bottom);
|
||||
|
||||
glTexCoord2f(sourcerc.left, sourcerc.top);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
|
||||
glVertex2f(drawrc.left, drawrc.top);
|
||||
|
||||
glTexCoord2f(sourcerc.right, sourcerc.top);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
|
||||
glVertex2f(drawrc.right, drawrc.top);
|
||||
|
||||
glTexCoord2f(sourcerc.right, sourcerc.bottom);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
||||
glVertex2f(drawrc.right, drawrc.bottom);
|
||||
glEnd();
|
||||
if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
|
||||
GLfloat vertices[] = {
|
||||
drawrc.left, drawrc.bottom,
|
||||
sourcerc.left, sourcerc.bottom,
|
||||
0.0f, 0.0f,
|
||||
drawrc.left, drawrc.top,
|
||||
sourcerc.left, sourcerc.top,
|
||||
0.0f, 1.0f,
|
||||
drawrc.right, drawrc.top,
|
||||
sourcerc.right, sourcerc.top,
|
||||
1.0f, 1.0f,
|
||||
drawrc.right, drawrc.bottom,
|
||||
sourcerc.right, sourcerc.bottom,
|
||||
1.0f, 0.0f
|
||||
};
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
s_cached_sourcerc = sourcerc;
|
||||
s_cached_drawrc = drawrc;
|
||||
}
|
||||
|
||||
glBindVertexArray(s_VAO);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
|
@ -18,7 +18,6 @@
|
||||
#include "Globals.h"
|
||||
#include "VideoConfig.h"
|
||||
#include "IniFile.h"
|
||||
#include "Setup.h"
|
||||
#include "Core.h"
|
||||
#include "Host.h"
|
||||
#include "VideoBackend.h"
|
||||
@ -29,59 +28,8 @@
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#if defined(_WIN32)
|
||||
#include "EmuWindow.h"
|
||||
static HDC hDC = NULL; // Private GDI Device Context
|
||||
static HGLRC hRC = NULL; // Permanent Rendering Context
|
||||
#else
|
||||
GLWindow GLWin;
|
||||
#endif
|
||||
|
||||
// Handles OpenGL and the window
|
||||
|
||||
// Window dimensions.
|
||||
static int s_backbuffer_width;
|
||||
static int s_backbuffer_height;
|
||||
|
||||
void OpenGL_SwapBuffers()
|
||||
{
|
||||
#if defined(USE_WX) && USE_WX
|
||||
GLWin.glCanvas->SwapBuffers();
|
||||
#elif defined(__APPLE__)
|
||||
[GLWin.cocoaCtx flushBuffer];
|
||||
#elif defined(_WIN32)
|
||||
SwapBuffers(hDC);
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
glXSwapBuffers(GLWin.dpy, GLWin.win);
|
||||
#endif
|
||||
}
|
||||
|
||||
u32 OpenGL_GetBackbufferWidth()
|
||||
{
|
||||
return s_backbuffer_width;
|
||||
}
|
||||
|
||||
u32 OpenGL_GetBackbufferHeight()
|
||||
{
|
||||
return s_backbuffer_height;
|
||||
}
|
||||
|
||||
void OpenGL_SetWindowText(const char *text)
|
||||
{
|
||||
#if defined(USE_WX) && USE_WX
|
||||
// Handled by Host_UpdateTitle()
|
||||
#elif defined(__APPLE__)
|
||||
[GLWin.cocoaWin setTitle: [NSString stringWithUTF8String: text]];
|
||||
#elif defined(_WIN32)
|
||||
TCHAR temp[512];
|
||||
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs"), text);
|
||||
EmuWindow::SetWindowText(temp);
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
// Tell X to ask the window manager to set the window title.
|
||||
// (X itself doesn't provide window title functionality.)
|
||||
XStoreName(GLWin.dpy, GLWin.win, text);
|
||||
#endif
|
||||
}
|
||||
cInterfaceBase *GLInterface;
|
||||
|
||||
namespace OGL
|
||||
{
|
||||
@ -89,20 +37,7 @@ namespace OGL
|
||||
// Draw messages on top of the screen
|
||||
unsigned int VideoBackend::PeekMessages()
|
||||
{
|
||||
#ifdef _WIN32
|
||||
// TODO: peekmessage
|
||||
MSG msg;
|
||||
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
|
||||
{
|
||||
if (msg.message == WM_QUIT)
|
||||
return FALSE;
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
return TRUE;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
return GLInterface->PeekMessages();
|
||||
}
|
||||
|
||||
// Show the current FPS
|
||||
@ -110,538 +45,103 @@ void VideoBackend::UpdateFPSDisplay(const char *text)
|
||||
{
|
||||
char temp[100];
|
||||
snprintf(temp, sizeof temp, "%s | OpenGL | %s", scm_rev_str, text);
|
||||
OpenGL_SetWindowText(temp);
|
||||
return GLInterface->UpdateFPSDisplay(temp);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#if defined(HAVE_X11) && HAVE_X11
|
||||
void XEventThread();
|
||||
|
||||
void CreateXWindow(void)
|
||||
void InitInterface()
|
||||
{
|
||||
Atom wmProtocols[1];
|
||||
|
||||
// Setup window attributes
|
||||
GLWin.attr.colormap = XCreateColormap(GLWin.evdpy,
|
||||
GLWin.parent, GLWin.vi->visual, AllocNone);
|
||||
GLWin.attr.event_mask = KeyPressMask | StructureNotifyMask | FocusChangeMask;
|
||||
GLWin.attr.background_pixel = BlackPixel(GLWin.evdpy, GLWin.screen);
|
||||
GLWin.attr.border_pixel = 0;
|
||||
|
||||
// Create the window
|
||||
GLWin.win = XCreateWindow(GLWin.evdpy, GLWin.parent,
|
||||
GLWin.x, GLWin.y, GLWin.width, GLWin.height, 0,
|
||||
GLWin.vi->depth, InputOutput, GLWin.vi->visual,
|
||||
CWBorderPixel | CWBackPixel | CWColormap | CWEventMask, &GLWin.attr);
|
||||
wmProtocols[0] = XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", True);
|
||||
XSetWMProtocols(GLWin.evdpy, GLWin.win, wmProtocols, 1);
|
||||
XSetStandardProperties(GLWin.evdpy, GLWin.win, "GPU", "GPU", None, NULL, 0, NULL);
|
||||
XMapRaised(GLWin.evdpy, GLWin.win);
|
||||
XSync(GLWin.evdpy, True);
|
||||
|
||||
GLWin.xEventThread = std::thread(XEventThread);
|
||||
#if defined(USE_EGL) && USE_EGL
|
||||
GLInterface = new cInterfaceEGL;
|
||||
#elif defined(USE_WX) && USE_WX
|
||||
GLInterface = new cInterfaceWX;
|
||||
#elif defined(__APPLE__)
|
||||
GLInterface = new cInterfaceAGL;
|
||||
#elif defined(_WIN32)
|
||||
GLInterface = new cInterfaceWGL;
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
GLInterface = new cInterfaceGLX;
|
||||
#endif
|
||||
}
|
||||
|
||||
void DestroyXWindow(void)
|
||||
GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentShader )
|
||||
{
|
||||
XUnmapWindow(GLWin.dpy, GLWin.win);
|
||||
GLWin.win = 0;
|
||||
if (GLWin.xEventThread.joinable())
|
||||
GLWin.xEventThread.join();
|
||||
XFreeColormap(GLWin.evdpy, GLWin.attr.colormap);
|
||||
}
|
||||
|
||||
void XEventThread()
|
||||
{
|
||||
// Free look variables
|
||||
static bool mouseLookEnabled = false;
|
||||
static bool mouseMoveEnabled = false;
|
||||
static float lastMouse[2];
|
||||
while (GLWin.win)
|
||||
{
|
||||
XEvent event;
|
||||
KeySym key;
|
||||
for (int num_events = XPending(GLWin.evdpy); num_events > 0; num_events--)
|
||||
{
|
||||
XNextEvent(GLWin.evdpy, &event);
|
||||
switch(event.type) {
|
||||
case KeyPress:
|
||||
key = XLookupKeysym((XKeyEvent*)&event, 0);
|
||||
switch (key)
|
||||
{
|
||||
case XK_3:
|
||||
OSDChoice = 1;
|
||||
// Toggle native resolution
|
||||
g_Config.iEFBScale = g_Config.iEFBScale + 1;
|
||||
if (g_Config.iEFBScale > 7) g_Config.iEFBScale = 0;
|
||||
break;
|
||||
case XK_4:
|
||||
OSDChoice = 2;
|
||||
// Toggle aspect ratio
|
||||
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
|
||||
break;
|
||||
case XK_5:
|
||||
OSDChoice = 3;
|
||||
// Toggle EFB copy
|
||||
if (!g_Config.bEFBCopyEnable || g_Config.bCopyEFBToTexture)
|
||||
{
|
||||
g_Config.bEFBCopyEnable ^= true;
|
||||
g_Config.bCopyEFBToTexture = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
|
||||
}
|
||||
break;
|
||||
case XK_6:
|
||||
OSDChoice = 4;
|
||||
g_Config.bDisableFog = !g_Config.bDisableFog;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
if (g_Config.bFreeLook)
|
||||
{
|
||||
static float debugSpeed = 1.0f;
|
||||
switch (key)
|
||||
{
|
||||
case XK_parenleft:
|
||||
debugSpeed /= 2.0f;
|
||||
break;
|
||||
case XK_parenright:
|
||||
debugSpeed *= 2.0f;
|
||||
break;
|
||||
case XK_w:
|
||||
VertexShaderManager::TranslateView(0.0f, debugSpeed);
|
||||
break;
|
||||
case XK_s:
|
||||
VertexShaderManager::TranslateView(0.0f, -debugSpeed);
|
||||
break;
|
||||
case XK_a:
|
||||
VertexShaderManager::TranslateView(debugSpeed, 0.0f);
|
||||
break;
|
||||
case XK_d:
|
||||
VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
|
||||
break;
|
||||
case XK_r:
|
||||
VertexShaderManager::ResetView();
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ButtonPress:
|
||||
if (g_Config.bFreeLook)
|
||||
{
|
||||
switch (event.xbutton.button)
|
||||
{
|
||||
case 2: // Middle button
|
||||
lastMouse[0] = event.xbutton.x;
|
||||
lastMouse[1] = event.xbutton.y;
|
||||
mouseMoveEnabled = true;
|
||||
break;
|
||||
case 3: // Right button
|
||||
lastMouse[0] = event.xbutton.x;
|
||||
lastMouse[1] = event.xbutton.y;
|
||||
mouseLookEnabled = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ButtonRelease:
|
||||
if (g_Config.bFreeLook)
|
||||
{
|
||||
switch (event.xbutton.button)
|
||||
{
|
||||
case 2: // Middle button
|
||||
mouseMoveEnabled = false;
|
||||
break;
|
||||
case 3: // Right button
|
||||
mouseLookEnabled = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case MotionNotify:
|
||||
if (g_Config.bFreeLook)
|
||||
{
|
||||
if (mouseLookEnabled)
|
||||
{
|
||||
VertexShaderManager::RotateView((event.xmotion.x - lastMouse[0]) / 200.0f,
|
||||
(event.xmotion.y - lastMouse[1]) / 200.0f);
|
||||
lastMouse[0] = event.xmotion.x;
|
||||
lastMouse[1] = event.xmotion.y;
|
||||
}
|
||||
|
||||
if (mouseMoveEnabled)
|
||||
{
|
||||
VertexShaderManager::TranslateView((event.xmotion.x - lastMouse[0]) / 50.0f,
|
||||
(event.xmotion.y - lastMouse[1]) / 50.0f);
|
||||
lastMouse[0] = event.xmotion.x;
|
||||
lastMouse[1] = event.xmotion.y;
|
||||
}
|
||||
}
|
||||
break;
|
||||
case ConfigureNotify:
|
||||
Window winDummy;
|
||||
unsigned int borderDummy, depthDummy;
|
||||
XGetGeometry(GLWin.evdpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
|
||||
&GLWin.width, &GLWin.height, &borderDummy, &depthDummy);
|
||||
s_backbuffer_width = GLWin.width;
|
||||
s_backbuffer_height = GLWin.height;
|
||||
break;
|
||||
case ClientMessage:
|
||||
if ((unsigned long) event.xclient.data.l[0] ==
|
||||
XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", False))
|
||||
Host_Message(WM_USER_STOP);
|
||||
if ((unsigned long) event.xclient.data.l[0] ==
|
||||
XInternAtom(GLWin.evdpy, "RESIZE", False))
|
||||
XMoveResizeWindow(GLWin.evdpy, GLWin.win,
|
||||
event.xclient.data.l[1], event.xclient.data.l[2],
|
||||
event.xclient.data.l[3], event.xclient.data.l[4]);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
Common::SleepCurrentThread(20);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Create rendering window.
|
||||
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
|
||||
bool OpenGL_Create(void *&window_handle)
|
||||
{
|
||||
int _tx, _ty, _twidth, _theight;
|
||||
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
|
||||
|
||||
// Control window size and picture scaling
|
||||
s_backbuffer_width = _twidth;
|
||||
s_backbuffer_height = _theight;
|
||||
|
||||
#if defined(USE_WX) && USE_WX
|
||||
GLWin.panel = (wxPanel *)window_handle;
|
||||
GLWin.glCanvas = new wxGLCanvas(GLWin.panel, wxID_ANY, NULL,
|
||||
wxPoint(0, 0), wxSize(_twidth, _theight));
|
||||
GLWin.glCanvas->Show(true);
|
||||
if (GLWin.glCtxt == NULL) // XXX dirty hack
|
||||
GLWin.glCtxt = new wxGLContext(GLWin.glCanvas);
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
NSRect size;
|
||||
NSUInteger style = NSMiniaturizableWindowMask;
|
||||
NSOpenGLPixelFormatAttribute attr[2] = { NSOpenGLPFADoubleBuffer, 0 };
|
||||
NSOpenGLPixelFormat *fmt = [[NSOpenGLPixelFormat alloc]
|
||||
initWithAttributes: attr];
|
||||
if (fmt == nil) {
|
||||
ERROR_LOG(VIDEO, "failed to create pixel format");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
GLWin.cocoaCtx = [[NSOpenGLContext alloc]
|
||||
initWithFormat: fmt shareContext: nil];
|
||||
[fmt release];
|
||||
if (GLWin.cocoaCtx == nil) {
|
||||
ERROR_LOG(VIDEO, "failed to create context");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
|
||||
size = [[NSScreen mainScreen] frame];
|
||||
style |= NSBorderlessWindowMask;
|
||||
} else {
|
||||
size = NSMakeRect(_tx, _ty, _twidth, _theight);
|
||||
style |= NSResizableWindowMask | NSTitledWindowMask;
|
||||
}
|
||||
|
||||
GLWin.cocoaWin = [[NSWindow alloc] initWithContentRect: size
|
||||
styleMask: style backing: NSBackingStoreBuffered defer: NO];
|
||||
if (GLWin.cocoaWin == nil) {
|
||||
ERROR_LOG(VIDEO, "failed to create window");
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
|
||||
CGDisplayCapture(CGMainDisplayID());
|
||||
[GLWin.cocoaWin setLevel: CGShieldingWindowLevel()];
|
||||
}
|
||||
|
||||
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
|
||||
[GLWin.cocoaWin makeKeyAndOrderFront: nil];
|
||||
|
||||
#elif defined(_WIN32)
|
||||
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Please wait..."));
|
||||
if (window_handle == NULL)
|
||||
{
|
||||
Host_SysMessage("failed to create window");
|
||||
return false;
|
||||
}
|
||||
|
||||
// Show the window
|
||||
EmuWindow::Show();
|
||||
|
||||
PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
|
||||
{
|
||||
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
|
||||
1, // Version Number
|
||||
PFD_DRAW_TO_WINDOW | // Format Must Support Window
|
||||
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
|
||||
PFD_DOUBLEBUFFER, // Must Support Double Buffering
|
||||
PFD_TYPE_RGBA, // Request An RGBA Format
|
||||
32, // Select Our Color Depth
|
||||
0, 0, 0, 0, 0, 0, // Color Bits Ignored
|
||||
0, // 8bit Alpha Buffer
|
||||
0, // Shift Bit Ignored
|
||||
0, // No Accumulation Buffer
|
||||
0, 0, 0, 0, // Accumulation Bits Ignored
|
||||
24, // 24Bit Z-Buffer (Depth Buffer)
|
||||
8, // 8bit Stencil Buffer
|
||||
0, // No Auxiliary Buffer
|
||||
PFD_MAIN_PLANE, // Main Drawing Layer
|
||||
0, // Reserved
|
||||
0, 0, 0 // Layer Masks Ignored
|
||||
};
|
||||
|
||||
GLuint PixelFormat; // Holds The Results After Searching For A Match
|
||||
|
||||
if (!(hDC=GetDC(EmuWindow::GetWnd()))) {
|
||||
PanicAlert("(1) Can't create an OpenGL Device context. Fail.");
|
||||
return false;
|
||||
}
|
||||
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
|
||||
PanicAlert("(2) Can't find a suitable PixelFormat.");
|
||||
return false;
|
||||
}
|
||||
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
|
||||
PanicAlert("(3) Can't set the PixelFormat.");
|
||||
return false;
|
||||
}
|
||||
if (!(hRC = wglCreateContext(hDC))) {
|
||||
PanicAlert("(4) Can't create an OpenGL rendering context.");
|
||||
return false;
|
||||
}
|
||||
// --------------------------------------
|
||||
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
int glxMajorVersion, glxMinorVersion;
|
||||
|
||||
// attributes for a single buffered visual in RGBA format with at least
|
||||
// 8 bits per color and a 24 bit depth buffer
|
||||
int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 8,
|
||||
GLX_GREEN_SIZE, 8,
|
||||
GLX_BLUE_SIZE, 8,
|
||||
GLX_DEPTH_SIZE, 24,
|
||||
None};
|
||||
|
||||
// attributes for a double buffered visual in RGBA format with at least
|
||||
// 8 bits per color and a 24 bit depth buffer
|
||||
int attrListDbl[] = {GLX_RGBA, GLX_DOUBLEBUFFER,
|
||||
GLX_RED_SIZE, 8,
|
||||
GLX_GREEN_SIZE, 8,
|
||||
GLX_BLUE_SIZE, 8,
|
||||
GLX_DEPTH_SIZE, 24,
|
||||
GLX_SAMPLE_BUFFERS_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
|
||||
GLX_SAMPLES_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
|
||||
None };
|
||||
|
||||
int attrListDefault[] = {
|
||||
GLX_RGBA,
|
||||
GLX_RED_SIZE, 1,
|
||||
GLX_GREEN_SIZE, 1,
|
||||
GLX_BLUE_SIZE, 1,
|
||||
GLX_DOUBLEBUFFER,
|
||||
GLX_DEPTH_SIZE, 1,
|
||||
None };
|
||||
|
||||
GLWin.dpy = XOpenDisplay(0);
|
||||
GLWin.evdpy = XOpenDisplay(0);
|
||||
GLWin.parent = (Window)window_handle;
|
||||
GLWin.screen = DefaultScreen(GLWin.dpy);
|
||||
if (GLWin.parent == 0)
|
||||
GLWin.parent = RootWindow(GLWin.dpy, GLWin.screen);
|
||||
|
||||
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
|
||||
NOTICE_LOG(VIDEO, "glX-Version %d.%d", glxMajorVersion, glxMinorVersion);
|
||||
|
||||
// Get an appropriate visual
|
||||
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDbl);
|
||||
if (GLWin.vi == NULL)
|
||||
{
|
||||
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListSgl);
|
||||
if (GLWin.vi != NULL)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Only single buffered visual!");
|
||||
}
|
||||
else
|
||||
{
|
||||
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDefault);
|
||||
if (GLWin.vi == NULL)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Could not choose visual (glXChooseVisual)");
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
NOTICE_LOG(VIDEO, "Got double buffered visual!");
|
||||
|
||||
// Create a GLX context.
|
||||
GLWin.ctx = glXCreateContext(GLWin.dpy, GLWin.vi, 0, GL_TRUE);
|
||||
if (!GLWin.ctx)
|
||||
{
|
||||
PanicAlert("Unable to create GLX context.");
|
||||
return false;
|
||||
}
|
||||
|
||||
GLWin.x = _tx;
|
||||
GLWin.y = _ty;
|
||||
GLWin.width = _twidth;
|
||||
GLWin.height = _theight;
|
||||
|
||||
CreateXWindow();
|
||||
window_handle = (void *)GLWin.win;
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
bool OpenGL_MakeCurrent()
|
||||
{
|
||||
// connect the glx-context to the window
|
||||
#if defined(USE_WX) && USE_WX
|
||||
return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
|
||||
#elif defined(__APPLE__)
|
||||
[GLWin.cocoaCtx makeCurrentContext];
|
||||
#elif defined(_WIN32)
|
||||
return wglMakeCurrent(hDC, hRC) ? true : false;
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
#if defined(HAVE_WX) && (HAVE_WX)
|
||||
Host_GetRenderWindowSize(GLWin.x, GLWin.y,
|
||||
(int&)GLWin.width, (int&)GLWin.height);
|
||||
XMoveResizeWindow(GLWin.dpy, GLWin.win, GLWin.x, GLWin.y,
|
||||
GLWin.width, GLWin.height);
|
||||
#endif
|
||||
return glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
// Update window width, size and etc. Called from Render.cpp
|
||||
void OpenGL_Update()
|
||||
{
|
||||
#if defined(USE_WX) && USE_WX
|
||||
int width, height;
|
||||
|
||||
GLWin.panel->GetSize(&width, &height);
|
||||
if (width == s_backbuffer_width && height == s_backbuffer_height)
|
||||
return;
|
||||
|
||||
GLWin.glCanvas->SetFocus();
|
||||
GLWin.glCanvas->SetSize(0, 0, width, height);
|
||||
GLWin.glCtxt->SetCurrent(*GLWin.glCanvas);
|
||||
s_backbuffer_width = width;
|
||||
s_backbuffer_height = height;
|
||||
|
||||
#elif defined(__APPLE__)
|
||||
int width, height;
|
||||
|
||||
width = [[GLWin.cocoaWin contentView] frame].size.width;
|
||||
height = [[GLWin.cocoaWin contentView] frame].size.height;
|
||||
if (width == s_backbuffer_width && height == s_backbuffer_height)
|
||||
return;
|
||||
|
||||
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
|
||||
[GLWin.cocoaCtx update];
|
||||
[GLWin.cocoaCtx makeCurrentContext];
|
||||
s_backbuffer_width = width;
|
||||
s_backbuffer_height = height;
|
||||
|
||||
#elif defined(_WIN32)
|
||||
RECT rcWindow;
|
||||
if (!EmuWindow::GetParentWnd())
|
||||
{
|
||||
// We are not rendering to a child window - use client size.
|
||||
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
|
||||
}
|
||||
else
|
||||
{
|
||||
// We are rendering to a child window - use parent size.
|
||||
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
|
||||
}
|
||||
|
||||
// Get the new window width and height
|
||||
// See below for documentation
|
||||
int width = rcWindow.right - rcWindow.left;
|
||||
int height = rcWindow.bottom - rcWindow.top;
|
||||
|
||||
// If we are rendering to a child window
|
||||
if (EmuWindow::GetParentWnd() != 0 &&
|
||||
(s_backbuffer_width != width || s_backbuffer_height != height) &&
|
||||
width >= 4 && height >= 4)
|
||||
{
|
||||
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
||||
s_backbuffer_width = width;
|
||||
s_backbuffer_height = height;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Close backend
|
||||
void OpenGL_Shutdown()
|
||||
{
|
||||
#if defined(USE_WX) && USE_WX
|
||||
GLWin.glCanvas->Hide();
|
||||
// XXX GLWin.glCanvas->Destroy();
|
||||
// XXX delete GLWin.glCtxt;
|
||||
#elif defined(__APPLE__)
|
||||
[GLWin.cocoaWin close];
|
||||
[GLWin.cocoaCtx clearDrawable];
|
||||
[GLWin.cocoaCtx release];
|
||||
#elif defined(_WIN32)
|
||||
if (hRC)
|
||||
{
|
||||
if (!wglMakeCurrent(NULL, NULL))
|
||||
NOTICE_LOG(VIDEO, "Could not release drawing context.");
|
||||
|
||||
if (!wglDeleteContext(hRC))
|
||||
ERROR_LOG(VIDEO, "Release Rendering Context Failed.");
|
||||
|
||||
hRC = NULL;
|
||||
}
|
||||
|
||||
if (hDC && !ReleaseDC(EmuWindow::GetWnd(), hDC))
|
||||
{
|
||||
ERROR_LOG(VIDEO, "Release Device Context Failed.");
|
||||
hDC = NULL;
|
||||
}
|
||||
// generate objects
|
||||
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
|
||||
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
|
||||
GLuint programID = glCreateProgram();
|
||||
GLint Result = GL_FALSE;
|
||||
char stringBuffer[1024];
|
||||
GLsizei stringBufferUsage = 0;
|
||||
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
DestroyXWindow();
|
||||
if (GLWin.ctx && !glXMakeCurrent(GLWin.dpy, None, NULL))
|
||||
NOTICE_LOG(VIDEO, "Could not release drawing context.");
|
||||
if (GLWin.ctx)
|
||||
{
|
||||
glXDestroyContext(GLWin.dpy, GLWin.ctx);
|
||||
XCloseDisplay(GLWin.dpy);
|
||||
XCloseDisplay(GLWin.evdpy);
|
||||
GLWin.ctx = NULL;
|
||||
// compile vertex shader
|
||||
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
|
||||
glCompileShader(vertexShaderID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
|
||||
} else if(!Result) {
|
||||
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
|
||||
} else {
|
||||
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
|
||||
}
|
||||
bool shader_errors = !Result;
|
||||
#endif
|
||||
|
||||
// compile fragment shader
|
||||
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
|
||||
glCompileShader(fragmentShaderID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
|
||||
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
|
||||
} else if(!Result) {
|
||||
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
|
||||
} else {
|
||||
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
|
||||
}
|
||||
shader_errors |= !Result;
|
||||
#endif
|
||||
|
||||
// link them
|
||||
glAttachShader(programID, vertexShaderID);
|
||||
glAttachShader(programID, fragmentShaderID);
|
||||
glLinkProgram(programID);
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
|
||||
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
|
||||
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
|
||||
if(Result && stringBufferUsage) {
|
||||
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
|
||||
} else if(!Result && !shader_errors) {
|
||||
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
|
||||
}
|
||||
#endif
|
||||
|
||||
// cleanup
|
||||
glDeleteShader(vertexShaderID);
|
||||
glDeleteShader(fragmentShaderID);
|
||||
|
||||
return programID;
|
||||
}
|
||||
|
||||
|
||||
GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
|
||||
{
|
||||
GLint err = glGetError();
|
||||
if (err != GL_NO_ERROR)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x - %s\n",
|
||||
file, line, function, err, gluErrorString(err));
|
||||
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
|
||||
file, line, function, err);
|
||||
}
|
||||
return err;
|
||||
}
|
||||
|
||||
void OpenGL_ReportARBProgramError()
|
||||
{
|
||||
#ifndef USE_GLES
|
||||
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
|
||||
if (pstr != NULL && pstr[0] != 0)
|
||||
{
|
||||
@ -651,10 +151,12 @@ void OpenGL_ReportARBProgramError()
|
||||
ERROR_LOG(VIDEO, "%s", (char*)pstr);
|
||||
ERROR_LOG(VIDEO, "\n");
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
|
||||
{
|
||||
#ifndef USE_GLES
|
||||
unsigned int fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
|
||||
if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT)
|
||||
{
|
||||
@ -687,6 +189,7 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
|
||||
file, line, function, error);
|
||||
return false;
|
||||
}
|
||||
#endif
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -20,26 +20,7 @@
|
||||
|
||||
#include "VideoConfig.h"
|
||||
#include "MathUtil.h"
|
||||
#include "Thread.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#define GLEW_STATIC
|
||||
#include <GL/glew.h>
|
||||
#include <GL/wglew.h>
|
||||
#elif defined HAVE_X11 && HAVE_X11
|
||||
#include <GL/glxew.h>
|
||||
#include <GL/gl.h>
|
||||
#include <X11/Xlib.h>
|
||||
#include <X11/keysym.h>
|
||||
#elif defined __APPLE__
|
||||
#include <GL/glew.h>
|
||||
#import <AppKit/AppKit.h>
|
||||
#endif
|
||||
|
||||
#if defined USE_WX && USE_WX
|
||||
#include "wx/wx.h"
|
||||
#include "wx/glcanvas.h"
|
||||
#endif
|
||||
#include "GLInterface.h"
|
||||
|
||||
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
|
||||
#define GL_DEPTH_STENCIL_EXT 0x84F9
|
||||
@ -48,53 +29,28 @@
|
||||
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
|
||||
#endif
|
||||
|
||||
#ifdef USE_GLES
|
||||
#define TEX2D GL_TEXTURE_2D
|
||||
#define PREC "highp"
|
||||
#define TEXTYPE "sampler2D"
|
||||
#define TEXFUNC "texture2D"
|
||||
#else
|
||||
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
|
||||
#define PREC
|
||||
#define TEXTYPE "sampler2DRect"
|
||||
#define TEXFUNC "texture2DRect"
|
||||
#endif
|
||||
|
||||
|
||||
#ifndef _WIN32
|
||||
|
||||
#include <sys/types.h>
|
||||
|
||||
typedef struct {
|
||||
#if defined(USE_WX) && USE_WX
|
||||
wxGLCanvas *glCanvas;
|
||||
wxGLContext *glCtxt;
|
||||
wxPanel *panel;
|
||||
#elif defined(__APPLE__)
|
||||
NSWindow *cocoaWin;
|
||||
NSOpenGLContext *cocoaCtx;
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
int screen;
|
||||
Window win;
|
||||
Window parent;
|
||||
// dpy used for glx stuff, evdpy for window events etc.
|
||||
// evdpy is to be used by XEventThread only
|
||||
Display *dpy, *evdpy;
|
||||
XVisualInfo *vi;
|
||||
GLXContext ctx;
|
||||
XSetWindowAttributes attr;
|
||||
std::thread xEventThread;
|
||||
int x, y;
|
||||
unsigned int width, height;
|
||||
#endif
|
||||
} GLWindow;
|
||||
void InitInterface();
|
||||
|
||||
extern GLWindow GLWin;
|
||||
|
||||
#endif
|
||||
|
||||
// Public OpenGL util
|
||||
|
||||
// Initialization / upkeep
|
||||
bool OpenGL_Create(void *&);
|
||||
void OpenGL_Shutdown();
|
||||
void OpenGL_Update();
|
||||
bool OpenGL_MakeCurrent();
|
||||
void OpenGL_SwapBuffers();
|
||||
|
||||
// Get status
|
||||
u32 OpenGL_GetBackbufferWidth();
|
||||
u32 OpenGL_GetBackbufferHeight();
|
||||
|
||||
// Set things
|
||||
void OpenGL_SetWindowText(const char *text);
|
||||
// Helpers
|
||||
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
|
||||
|
||||
// Error reporting - use the convenient macros.
|
||||
void OpenGL_ReportARBProgramError();
|
||||
|
@ -28,8 +28,9 @@
|
||||
|
||||
#define COMPILED_CODE_SIZE 4096
|
||||
|
||||
// TODO: this guy is never initialized
|
||||
u32 s_prevcomponents; // previous state set
|
||||
// TODO: Use this again for performance, but without VAO we never know exactly the last configuration
|
||||
static u32 s_prevcomponents; // previous state set
|
||||
|
||||
/*
|
||||
#ifdef _WIN32
|
||||
#ifdef _M_IX86
|
||||
@ -65,7 +66,6 @@ public:
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers();
|
||||
virtual void EnableComponents(u32 components);
|
||||
};
|
||||
|
||||
namespace OGL
|
||||
@ -188,6 +188,7 @@ void GLVertexFormat::SetupVertexPointers() {
|
||||
#ifdef USE_JIT
|
||||
((void (*)())(void*)m_compiledCode)();
|
||||
#else
|
||||
|
||||
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
|
||||
if (vtx_decl.num_normals >= 1) {
|
||||
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
|
||||
@ -220,34 +221,32 @@ void GLVertexFormat::SetupVertexPointers() {
|
||||
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void GLVertexFormat::EnableComponents(u32 components)
|
||||
{
|
||||
if (s_prevcomponents != components)
|
||||
if (s_prevcomponents != m_components)
|
||||
{
|
||||
VertexManager::Flush();
|
||||
// vertices
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
|
||||
// matrices
|
||||
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
|
||||
if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
|
||||
{
|
||||
if (components & VB_HAS_POSMTXIDX)
|
||||
if (m_components & VB_HAS_POSMTXIDX)
|
||||
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
else
|
||||
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
|
||||
}
|
||||
|
||||
// normals
|
||||
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
|
||||
if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
|
||||
{
|
||||
if (components & VB_HAS_NRM0)
|
||||
if (m_components & VB_HAS_NRM0)
|
||||
glEnableClientState(GL_NORMAL_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_NORMAL_ARRAY);
|
||||
}
|
||||
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
|
||||
if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
|
||||
{
|
||||
if (components & VB_HAS_NRM1) {
|
||||
if (m_components & VB_HAS_NRM1) {
|
||||
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
|
||||
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
|
||||
}
|
||||
@ -260,9 +259,9 @@ void GLVertexFormat::EnableComponents(u32 components)
|
||||
// color
|
||||
for (int i = 0; i < 2; ++i)
|
||||
{
|
||||
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
|
||||
if ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
|
||||
{
|
||||
if (components & (VB_HAS_COL0 << i))
|
||||
if (m_components & (VB_HAS_COL0 << i))
|
||||
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
else
|
||||
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
|
||||
@ -272,16 +271,16 @@ void GLVertexFormat::EnableComponents(u32 components)
|
||||
// tex
|
||||
for (int i = 0; i < 8; ++i)
|
||||
{
|
||||
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
|
||||
if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
|
||||
{
|
||||
glClientActiveTexture(GL_TEXTURE0 + i);
|
||||
if (components & (VB_HAS_UV0 << i))
|
||||
if (m_components & (VB_HAS_UV0 << i))
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
else
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
}
|
||||
}
|
||||
|
||||
s_prevcomponents = components;
|
||||
s_prevcomponents = m_components;
|
||||
}
|
||||
}
|
||||
|
@ -17,12 +17,16 @@
|
||||
|
||||
#include "GLUtil.h"
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#include "RasterFont.h"
|
||||
// globals
|
||||
|
||||
const GLubyte rasters[][13] = {
|
||||
|
||||
static const u32 char_width = 8;
|
||||
static const u32 char_height = 13;
|
||||
static const u32 char_offset = 32;
|
||||
static const u32 char_count = 95;
|
||||
|
||||
const u8 rasters[char_count][char_height] = {
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
|
||||
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
|
||||
@ -120,104 +124,163 @@ const GLubyte rasters[][13] = {
|
||||
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x8f, 0xf1, 0x60, 0x00, 0x00, 0x00}
|
||||
};
|
||||
|
||||
static const char *s_vertex_shader =
|
||||
"attribute vec2 vertexPosition;\n"
|
||||
"attribute vec2 texturePosition;\n"
|
||||
"varying vec2 tpos;\n"
|
||||
"void main(void) {\n"
|
||||
" gl_Position = vec4(vertexPosition,0,1);\n"
|
||||
" tpos = texturePosition;\n"
|
||||
"}\n";
|
||||
|
||||
static const char *s_fragment_shader =
|
||||
"#extension GL_ARB_texture_rectangle : enable\n"
|
||||
"uniform sampler2DRect textureSampler;\n"
|
||||
"uniform vec4 color;\n"
|
||||
"varying vec2 tpos;\n"
|
||||
"void main(void) {\n"
|
||||
" gl_FragColor = texture2DRect(textureSampler,tpos) * color;\n"
|
||||
"}\n";
|
||||
|
||||
RasterFont::RasterFont()
|
||||
{
|
||||
// set GL modes
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
// create the raster font
|
||||
fontOffset = glGenLists(128);
|
||||
for (int i = 32; i < 127; i++) {
|
||||
glNewList(i + fontOffset, GL_COMPILE);
|
||||
glBitmap(8, 13, 0.0f, 2.0f, 10.0f, 0.0f, rasters[i - 32]);
|
||||
glEndList();
|
||||
// generate the texture
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
|
||||
u32* texture_data = new u32[char_width*char_count*char_height];
|
||||
for(u32 y=0; y<char_height; y++) {
|
||||
for(u32 c=0; c<char_count; c++) {
|
||||
for(u32 x=0; x<char_width; x++) {
|
||||
bool pixel = rasters[c][y] & (1<<(char_width-x-1));
|
||||
texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
temp_buffer = new char[TEMP_BUFFER_SIZE];
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
|
||||
delete [] texture_data;
|
||||
|
||||
// generate shader
|
||||
shader_program = OpenGL_CompileProgram(s_vertex_shader, s_fragment_shader);
|
||||
|
||||
// bound uniforms
|
||||
glUseProgram(shader_program);
|
||||
glUniform1i(glGetUniformLocation(shader_program,"textureSampler"), 0); // GL_TEXTURE0
|
||||
uniform_color_id = glGetUniformLocation(shader_program,"color");
|
||||
glUniform4f(uniform_color_id, 1, 1, 1, 1);
|
||||
cached_color = -1;
|
||||
glUseProgram(0);
|
||||
|
||||
// generate VBO & VAO
|
||||
glGenBuffers(1, &VBO);
|
||||
glGenVertexArrays(1, &VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBindVertexArray(VAO);
|
||||
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
|
||||
glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
|
||||
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "texturePosition"));
|
||||
glVertexAttribPointer(glGetAttribLocation(shader_program, "texturePosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
}
|
||||
|
||||
RasterFont::~RasterFont()
|
||||
{
|
||||
glDeleteLists(fontOffset, 128);
|
||||
delete [] temp_buffer;
|
||||
glDeleteTextures(1, &texture);
|
||||
glDeleteBuffers(1, &VBO);
|
||||
glDeleteVertexArrays(1, &VAO);
|
||||
glDeleteProgram(shader_program);
|
||||
}
|
||||
|
||||
void RasterFont::printString(const char *s, double x, double y, double z)
|
||||
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
|
||||
{
|
||||
int length = (int)strlen(s);
|
||||
int length = (int)strlen(text);
|
||||
if (!length)
|
||||
return;
|
||||
if (length >= TEMP_BUFFER_SIZE)
|
||||
length = TEMP_BUFFER_SIZE - 1;
|
||||
|
||||
// Sanitize string to avoid GL errors.
|
||||
char *s2 = temp_buffer;
|
||||
memcpy(s2, s, length);
|
||||
s2[length] = 0;
|
||||
for (int i = 0; i < length; i++) {
|
||||
if (s2[i] < 32 || s2[i] > 126)
|
||||
s2[i] = '!';
|
||||
}
|
||||
|
||||
// go to the right spot
|
||||
glRasterPos3d(x, y, z);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glPushAttrib (GL_LIST_BIT);
|
||||
glListBase(fontOffset);
|
||||
glCallLists((GLsizei)strlen(s2), GL_UNSIGNED_BYTE, (GLubyte *) s2);
|
||||
GL_REPORT_ERRORD();
|
||||
glPopAttrib();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void RasterFont::printCenteredString(const char *s, double y, int screen_width, double z)
|
||||
{
|
||||
int length = (int)strlen(s);
|
||||
int x = (int)(screen_width/2.0 - (length/2.0)*char_width);
|
||||
printString(s, x, y, z);
|
||||
}
|
||||
|
||||
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight)
|
||||
{
|
||||
double x = start_x;
|
||||
double y = start_y;
|
||||
char temp[1024];
|
||||
char *t = temp;
|
||||
while (*text)
|
||||
{
|
||||
if (*text == '\n')
|
||||
{
|
||||
*t = 0;
|
||||
printString(temp, x, y, z);
|
||||
y -= char_height * 2.0f / bbHeight;
|
||||
return; // nothing to do
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, length*4*6*sizeof(GLfloat), NULL, GL_STREAM_DRAW);
|
||||
GLfloat *vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
|
||||
int usage = 0;
|
||||
GLfloat delta_x = 2*char_width/GLfloat(bbWidth);
|
||||
GLfloat delta_y = 2*char_height/GLfloat(bbHeight);
|
||||
GLfloat border_x = 1*2/GLfloat(bbWidth);
|
||||
GLfloat border_y = 2*2/GLfloat(bbHeight);
|
||||
|
||||
GLfloat x = start_x;
|
||||
GLfloat y = start_y;
|
||||
|
||||
for(int i=0; i<length; i++) {
|
||||
u8 c = text[i];
|
||||
|
||||
if(c == '\n') {
|
||||
x = start_x;
|
||||
t = temp;
|
||||
y -= delta_y + border_y;
|
||||
continue;
|
||||
}
|
||||
else if (*text == '\r')
|
||||
{
|
||||
t = temp;
|
||||
|
||||
// do not print spaces, they can be skipped easyly
|
||||
if(c == ' ') {
|
||||
x += delta_x + border_x;
|
||||
continue;
|
||||
}
|
||||
else if (*text == '\t')
|
||||
{
|
||||
//todo: add tabs every something like 4*char_width
|
||||
*t = 0;
|
||||
int cpos = (int)strlen(temp);
|
||||
int newpos = (cpos + 4) & (~3);
|
||||
printString(temp, x, y, z);
|
||||
x = start_x + (char_width*newpos) * 2.0f / bbWidth;
|
||||
t = temp;
|
||||
*t++ = ' ';
|
||||
}
|
||||
else
|
||||
*t++ = *text;
|
||||
|
||||
text++;
|
||||
|
||||
if(c < char_offset || c >= char_count+char_offset) continue;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = (c-char_offset)*char_width;
|
||||
vertices[usage++] = 0;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = (c-char_offset+1)*char_width;
|
||||
vertices[usage++] = 0;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = (c-char_offset+1)*char_width;
|
||||
vertices[usage++] = char_height;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y;
|
||||
vertices[usage++] = (c-char_offset)*char_width;
|
||||
vertices[usage++] = 0;
|
||||
|
||||
vertices[usage++] = x+delta_x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = (c-char_offset+1)*char_width;
|
||||
vertices[usage++] = char_height;
|
||||
|
||||
vertices[usage++] = x;
|
||||
vertices[usage++] = y+delta_y;
|
||||
vertices[usage++] = (c-char_offset)*char_width;
|
||||
vertices[usage++] = char_height;
|
||||
|
||||
x += delta_x + border_x;
|
||||
}
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
|
||||
// no printable char, so also nothing to do
|
||||
if(!usage) return;
|
||||
|
||||
// ????
|
||||
if (t != text)
|
||||
{
|
||||
*t = 0;
|
||||
printString(temp, x, y, z);
|
||||
glUseProgram(shader_program);
|
||||
|
||||
if(color != cached_color) {
|
||||
glUniform4f(uniform_color_id, ((color>>16)&0xff)/255.f,((color>>8)&0xff)/255.f,((color>>0)&0xff)/255.f,((color>>24)&0xff)/255.f);
|
||||
cached_color = color;
|
||||
}
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
|
||||
glDrawArrays(GL_TRIANGLES, 0, usage/4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glUseProgram(0);
|
||||
}
|
||||
|
@ -23,20 +23,16 @@ public:
|
||||
RasterFont();
|
||||
~RasterFont(void);
|
||||
static int debug;
|
||||
|
||||
// some useful constants
|
||||
enum {char_width = 10};
|
||||
enum {char_height = 15};
|
||||
|
||||
// and the happy helper functions
|
||||
void printString(const char *s, double x, double y, double z=0.0);
|
||||
void printCenteredString(const char *s, double y, int screen_width, double z=0.0);
|
||||
|
||||
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight);
|
||||
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight, u32 color);
|
||||
private:
|
||||
int fontOffset;
|
||||
char *temp_buffer;
|
||||
enum {TEMP_BUFFER_SIZE = 64 * 1024};
|
||||
|
||||
u32 VBO;
|
||||
u32 VAO;
|
||||
u32 texture;
|
||||
u32 shader_program;
|
||||
u32 uniform_color_id;
|
||||
u32 cached_color;
|
||||
};
|
||||
|
||||
#endif // _RASTERFONT_H_
|
||||
|
@ -63,6 +63,7 @@
|
||||
#include "Host.h"
|
||||
#include "BPFunctions.h"
|
||||
#include "FPSCounter.h"
|
||||
#include "ConfigManager.h"
|
||||
|
||||
#include "main.h" // Local
|
||||
#ifdef _WIN32
|
||||
@ -102,10 +103,14 @@ namespace OGL
|
||||
|
||||
// Declarations and definitions
|
||||
// ----------------------------
|
||||
int s_fps=0;
|
||||
static int s_fps = 0;
|
||||
static GLuint s_ShowEFBCopyRegions_VBO = 0;
|
||||
static GLuint s_ShowEFBCopyRegions_VAO = 0;
|
||||
static GLuint s_Swap_VBO = 0;
|
||||
static GLuint s_Swap_VAO[2];
|
||||
static TargetRectangle s_cached_targetRc;
|
||||
|
||||
|
||||
RasterFont* s_pfont = NULL;
|
||||
static RasterFont* s_pfont = NULL;
|
||||
|
||||
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
|
||||
static int s_MSAASamples = 1;
|
||||
@ -121,9 +126,9 @@ static std::thread scrshotThread;
|
||||
#endif
|
||||
|
||||
// EFB cache related
|
||||
const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
|
||||
const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
|
||||
const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
|
||||
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
|
||||
static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
|
||||
static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
|
||||
static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
|
||||
static std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
|
||||
|
||||
@ -236,7 +241,16 @@ Renderer::Renderer()
|
||||
OSDInternalH = 0;
|
||||
|
||||
s_fps=0;
|
||||
s_ShowEFBCopyRegions_VBO = 0;
|
||||
s_Swap_VBO = 0;
|
||||
s_blendMode = 0;
|
||||
|
||||
// should be invalid, so there will be an upload on the first call
|
||||
s_cached_targetRc.bottom = -1;
|
||||
s_cached_targetRc.top = -1;
|
||||
s_cached_targetRc.left = -1;
|
||||
s_cached_targetRc.right = -1;
|
||||
|
||||
|
||||
InitFPSCounter();
|
||||
|
||||
@ -291,6 +305,13 @@ Renderer::Renderer()
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
if (!GLEW_ARB_vertex_array_object)
|
||||
{
|
||||
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
|
||||
"GPU: Does your video card support OpenGL 3.0?");
|
||||
bSuccess = false;
|
||||
}
|
||||
|
||||
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
|
||||
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
|
||||
|
||||
@ -319,8 +340,8 @@ Renderer::Renderer()
|
||||
return; // TODO: fail
|
||||
|
||||
// Decide frambuffer size
|
||||
s_backbuffer_width = (int)OpenGL_GetBackbufferWidth();
|
||||
s_backbuffer_height = (int)OpenGL_GetBackbufferHeight();
|
||||
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
|
||||
s_backbuffer_height = (int)GLInterface->GetBackBufferHeight();
|
||||
|
||||
// Handle VSync on/off
|
||||
#ifdef __APPLE__
|
||||
@ -359,16 +380,14 @@ Renderer::Renderer()
|
||||
if (!GLEW_ARB_texture_non_power_of_two)
|
||||
WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported.");
|
||||
|
||||
s_XFB_width = MAX_XFB_WIDTH;
|
||||
s_XFB_height = MAX_XFB_HEIGHT;
|
||||
// TODO: Move these somewhere else?
|
||||
FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH);
|
||||
FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT);
|
||||
|
||||
TargetRectangle dst_rect;
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
|
||||
CalculateXYScale(dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
s_LastEFBScale = g_ActiveConfig.iEFBScale;
|
||||
CalculateTargetSize();
|
||||
CalculateTargetSize(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
// Because of the fixed framebuffer size we need to disable the resolution
|
||||
// options while running
|
||||
@ -387,17 +406,46 @@ Renderer::Renderer()
|
||||
bSuccess = false;
|
||||
|
||||
s_pfont = new RasterFont();
|
||||
|
||||
// creating buffers
|
||||
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
|
||||
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
|
||||
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
|
||||
|
||||
glGenBuffers(1, &s_Swap_VBO);
|
||||
glGenVertexArrays(2, s_Swap_VAO);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
|
||||
glBindVertexArray(s_Swap_VAO[0]);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
|
||||
|
||||
glBindVertexArray(s_Swap_VAO[1]);
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
|
||||
glClientActiveTexture(GL_TEXTURE1);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
||||
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
glClearDepth(1.0f);
|
||||
@ -414,11 +462,6 @@ Renderer::Renderer()
|
||||
glBlendColorEXT(0, 0, 0, 0.5f);
|
||||
glClearDepth(1.0f);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
// legacy multitexturing: select texture channel only.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
@ -434,6 +477,13 @@ Renderer::~Renderer()
|
||||
{
|
||||
g_Config.bRunning = false;
|
||||
UpdateActiveConfig();
|
||||
|
||||
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
|
||||
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
|
||||
glDeleteBuffers(1, &s_Swap_VBO);
|
||||
glDeleteVertexArrays(2, s_Swap_VAO);
|
||||
s_ShowEFBCopyRegions_VBO = 0;
|
||||
|
||||
delete s_pfont;
|
||||
s_pfont = 0;
|
||||
|
||||
@ -449,7 +499,7 @@ Renderer::~Renderer()
|
||||
void Renderer::DrawDebugInfo()
|
||||
{
|
||||
// Reset viewport for drawing text
|
||||
glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight());
|
||||
glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
|
||||
// Draw various messages on the screen, like FPS, statistics, etc.
|
||||
char debugtext_buffer[8192];
|
||||
char *p = debugtext_buffer;
|
||||
@ -458,6 +508,9 @@ void Renderer::DrawDebugInfo()
|
||||
if (g_ActiveConfig.bShowFPS)
|
||||
p+=sprintf(p, "FPS: %d\n", s_fps);
|
||||
|
||||
if (SConfig::GetInstance().m_ShowLag)
|
||||
p+=sprintf(p, "Lag: %llu\n", Movie::g_currentLagCount);
|
||||
|
||||
if (g_ActiveConfig.bShowInputDisplay)
|
||||
p+=sprintf(p, "%s", Movie::GetInputDisplay().c_str());
|
||||
|
||||
@ -470,9 +523,15 @@ void Renderer::DrawDebugInfo()
|
||||
// Set Line Size
|
||||
glLineWidth(3.0f);
|
||||
|
||||
glBegin(GL_LINES);
|
||||
// 2*Coords + 3*Color
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6, NULL, GL_STREAM_DRAW);
|
||||
GLfloat *Vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
|
||||
|
||||
// Draw EFB copy regions rectangles
|
||||
int a = 0;
|
||||
GLfloat color[3] = {0.0f, 1.0f, 1.0f};
|
||||
|
||||
for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
|
||||
it != stats.efb_regions.end(); ++it)
|
||||
{
|
||||
@ -483,22 +542,97 @@ void Renderer::DrawDebugInfo()
|
||||
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
|
||||
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);
|
||||
|
||||
// Draw shadow of rect
|
||||
glColor3f(0.0f, 0.0f, 0.0f);
|
||||
glVertex2f(x, y - 0.01); glVertex2f(x2, y - 0.01);
|
||||
glVertex2f(x, y2 - 0.01); glVertex2f(x2, y2 - 0.01);
|
||||
glVertex2f(x + 0.005, y); glVertex2f(x + 0.005, y2);
|
||||
glVertex2f(x2 + 0.005, y); glVertex2f(x2 + 0.005, y2);
|
||||
|
||||
// Draw rect
|
||||
glColor3f(0.0f, 1.0f, 1.0f);
|
||||
glVertex2f(x, y); glVertex2f(x2, y);
|
||||
glVertex2f(x, y2); glVertex2f(x2, y2);
|
||||
glVertex2f(x, y); glVertex2f(x, y2);
|
||||
glVertex2f(x2, y); glVertex2f(x2, y2);
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
|
||||
Vertices[a++] = x2;
|
||||
Vertices[a++] = y;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
Vertices[a++] = x;
|
||||
Vertices[a++] = y2;
|
||||
Vertices[a++] = color[0];
|
||||
Vertices[a++] = color[1];
|
||||
Vertices[a++] = color[2];
|
||||
|
||||
// TO DO: build something nicer here
|
||||
GLfloat temp = color[0];
|
||||
color[0] = color[1];
|
||||
color[1] = color[2];
|
||||
color[2] = temp;
|
||||
}
|
||||
|
||||
glEnd();
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
|
||||
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
|
||||
glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
// Restore Line Size
|
||||
glLineWidth(lSize);
|
||||
@ -523,18 +657,20 @@ void Renderer::DrawDebugInfo()
|
||||
|
||||
void Renderer::RenderText(const char *text, int left, int top, u32 color)
|
||||
{
|
||||
const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
|
||||
const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
|
||||
const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
|
||||
const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
|
||||
|
||||
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
|
||||
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
s_pfont->printMultilineText(text,
|
||||
left * 2.0f / (float)nBackbufferWidth - 1,
|
||||
1 - top * 2.0f / (float)nBackbufferHeight,
|
||||
0, nBackbufferWidth, nBackbufferHeight);
|
||||
0, nBackbufferWidth, nBackbufferHeight, color);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
|
||||
@ -919,7 +1055,7 @@ void Renderer::SetBlendMode(bool forceUpdate)
|
||||
void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma)
|
||||
{
|
||||
static int w = 0, h = 0;
|
||||
if (g_bSkipCurrentFrame || (!XFBWrited && (!g_ActiveConfig.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight)
|
||||
if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight)
|
||||
{
|
||||
if (g_ActiveConfig.bDumpFrames && frame_data)
|
||||
{
|
||||
@ -939,7 +1075,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2;
|
||||
u32 xfbCount = 0;
|
||||
const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount);
|
||||
if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB)
|
||||
if (g_ActiveConfig.VirtualXFBEnabled() && (!xfbSourceList || xfbCount == 0))
|
||||
{
|
||||
if (g_ActiveConfig.bDumpFrames && frame_data)
|
||||
{
|
||||
@ -955,8 +1091,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
ResetAPIState();
|
||||
|
||||
TargetRectangle dst_rect;
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, true, &dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
TargetRectangle flipped_trc = GetTargetRectangle();
|
||||
|
||||
// Flip top and bottom for some reason; TODO: Fix the code to suck less?
|
||||
int tmp = flipped_trc.top;
|
||||
flipped_trc.top = flipped_trc.bottom;
|
||||
flipped_trc.bottom = tmp;
|
||||
|
||||
// Textured triangles are necessary because of post-processing shaders
|
||||
|
||||
@ -965,7 +1106,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
OGL::TextureCache::DisableStage(i);
|
||||
|
||||
// Update GLViewPort
|
||||
glViewport(dst_rect.left, dst_rect.bottom, dst_rect.GetWidth(), dst_rect.GetHeight());
|
||||
glViewport(flipped_trc.left, flipped_trc.bottom, flipped_trc.GetWidth(), flipped_trc.GetHeight());
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
@ -996,7 +1137,14 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
MathUtil::Rectangle<float> drawRc;
|
||||
|
||||
if (!g_ActiveConfig.bUseRealXFB)
|
||||
if (g_ActiveConfig.bUseRealXFB)
|
||||
{
|
||||
drawRc.top = 1;
|
||||
drawRc.bottom = -1;
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// use virtual xfb with offset
|
||||
int xfbHeight = xfbSource->srcHeight;
|
||||
@ -1010,21 +1158,13 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
// The following code disables auto stretch. Kept for reference.
|
||||
// scale draw area for a 1 to 1 pixel mapping with the draw target
|
||||
//float vScale = (float)fbHeight / (float)dst_rect.GetHeight();
|
||||
//float hScale = (float)fbWidth / (float)dst_rect.GetWidth();
|
||||
//float vScale = (float)fbHeight / (float)flipped_trc.GetHeight();
|
||||
//float hScale = (float)fbWidth / (float)flipped_trc.GetWidth();
|
||||
//drawRc.top *= vScale;
|
||||
//drawRc.bottom *= vScale;
|
||||
//drawRc.left *= hScale;
|
||||
//drawRc.right *= hScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
drawRc.top = 1;
|
||||
drawRc.bottom = -1;
|
||||
drawRc.left = -1;
|
||||
drawRc.right = 1;
|
||||
}
|
||||
|
||||
// Tell the OSD Menu about the current internal resolution
|
||||
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
|
||||
|
||||
@ -1050,43 +1190,44 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
// Render to the real buffer now.
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
|
||||
if (applyShader)
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(targetRc.left, targetRc.bottom);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
|
||||
glVertex2f(-1, -1);
|
||||
|
||||
glTexCoord2f(targetRc.left, targetRc.top);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
|
||||
glVertex2f(-1, 1);
|
||||
if(!( s_cached_targetRc == targetRc)) {
|
||||
GLfloat vertices[] = {
|
||||
-1.0f, -1.0f, 1.0f,
|
||||
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
|
||||
0.0f, 0.0f,
|
||||
|
||||
-1.0f, 1.0f, 1.0f,
|
||||
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
|
||||
0.0f, 1.0f,
|
||||
|
||||
1.0f, 1.0f, 1.0f,
|
||||
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
|
||||
1.0f, 1.0f,
|
||||
|
||||
1.0f, -1.0f, 1.0f,
|
||||
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
|
||||
1.0f, 0.0f
|
||||
};
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
s_cached_targetRc = targetRc;
|
||||
}
|
||||
|
||||
glBindVertexArray(s_Swap_VAO[applyShader]);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
glTexCoord2f(targetRc.right, targetRc.top);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
|
||||
glVertex2f( 1, 1);
|
||||
|
||||
glTexCoord2f(targetRc.right, targetRc.bottom);
|
||||
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
|
||||
glVertex2f( 1, -1);
|
||||
glEnd();
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
|
||||
if(applyShader)
|
||||
ProgramShaderCache::SetBothShaders(0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(targetRc.left, targetRc.bottom);
|
||||
glVertex2f(-1, -1);
|
||||
|
||||
glTexCoord2f(targetRc.left, targetRc.top);
|
||||
glVertex2f(-1, 1);
|
||||
|
||||
glTexCoord2f(targetRc.right, targetRc.top);
|
||||
glVertex2f( 1, 1);
|
||||
|
||||
glTexCoord2f(targetRc.right, targetRc.bottom);
|
||||
glVertex2f( 1, -1);
|
||||
glEnd();
|
||||
}
|
||||
}
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
@ -1096,7 +1237,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (s_bScreenshot)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
|
||||
SaveScreenshot(s_sScreenshotName, dst_rect);
|
||||
SaveScreenshot(s_sScreenshotName, flipped_trc);
|
||||
// Reset settings
|
||||
s_sScreenshotName.clear();
|
||||
s_bScreenshot = false;
|
||||
@ -1107,16 +1248,16 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
if (g_ActiveConfig.bDumpFrames)
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
|
||||
if (!frame_data || w != dst_rect.GetWidth() ||
|
||||
h != dst_rect.GetHeight())
|
||||
if (!frame_data || w != flipped_trc.GetWidth() ||
|
||||
h != flipped_trc.GetHeight())
|
||||
{
|
||||
if (frame_data) delete[] frame_data;
|
||||
w = dst_rect.GetWidth();
|
||||
h = dst_rect.GetHeight();
|
||||
w = flipped_trc.GetWidth();
|
||||
h = flipped_trc.GetHeight();
|
||||
frame_data = new char[3 * w * h];
|
||||
}
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
|
||||
glReadPixels(flipped_trc.left, flipped_trc.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
|
||||
if (GL_REPORT_ERROR() == GL_NO_ERROR && w > 0 && h > 0)
|
||||
{
|
||||
if (!bLastFrameDumped)
|
||||
@ -1171,11 +1312,11 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
{
|
||||
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
|
||||
std::string movie_file_name;
|
||||
w = dst_rect.GetWidth();
|
||||
h = dst_rect.GetHeight();
|
||||
w = GetTargetRectangle().GetWidth();
|
||||
h = GetTargetRectangle().GetHeight();
|
||||
frame_data = new char[3 * w * h];
|
||||
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
||||
glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
|
||||
glReadPixels(GetTargetRectangle().left, GetTargetRectangle().bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data);
|
||||
if (GL_REPORT_ERROR() == GL_NO_ERROR)
|
||||
{
|
||||
if (!bLastFrameDumped)
|
||||
@ -1214,24 +1355,22 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
SetWindowSize(fbWidth, fbHeight);
|
||||
|
||||
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
||||
GLInterface->Update(); // just updates the render window position and the backbuffer size
|
||||
|
||||
bool xfbchanged = false;
|
||||
|
||||
if (s_XFB_width != fbWidth || s_XFB_height != fbHeight)
|
||||
if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight)
|
||||
{
|
||||
xfbchanged = true;
|
||||
s_XFB_width = fbWidth;
|
||||
s_XFB_height = fbHeight;
|
||||
if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH;
|
||||
if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH;
|
||||
if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT;
|
||||
if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT;
|
||||
unsigned int w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth;
|
||||
unsigned int h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight;
|
||||
FramebufferManagerBase::SetLastXfbWidth(w);
|
||||
FramebufferManagerBase::SetLastXfbHeight(h);
|
||||
}
|
||||
|
||||
bool WindowResized = false;
|
||||
int W = (int)OpenGL_GetBackbufferWidth();
|
||||
int H = (int)OpenGL_GetBackbufferHeight();
|
||||
int W = (int)GLInterface->GetBackBufferWidth();
|
||||
int H = (int)GLInterface->GetBackBufferHeight();
|
||||
if (W != s_backbuffer_width || H != s_backbuffer_height || s_LastEFBScale != g_ActiveConfig.iEFBScale)
|
||||
{
|
||||
WindowResized = true;
|
||||
@ -1242,11 +1381,9 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
|
||||
if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode))
|
||||
{
|
||||
ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect);
|
||||
UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height);
|
||||
|
||||
CalculateXYScale(dst_rect);
|
||||
|
||||
if (CalculateTargetSize() || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode))
|
||||
if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode)
|
||||
{
|
||||
s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode;
|
||||
s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode);
|
||||
@ -1278,7 +1415,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// Copy the rendered frame to the real window
|
||||
OpenGL_SwapBuffers();
|
||||
GLInterface->Swap();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -57,6 +57,13 @@
|
||||
namespace OGL
|
||||
{
|
||||
|
||||
struct VBOCache {
|
||||
GLuint vbo;
|
||||
GLuint vao;
|
||||
TargetRectangle targetSource;
|
||||
};
|
||||
static std::map<u64,VBOCache> s_VBO;
|
||||
|
||||
static u32 s_TempFramebuffer = 0;
|
||||
|
||||
static const GLint c_MinLinearFilter[8] = {
|
||||
@ -107,6 +114,8 @@ TextureCache::TCacheEntry::~TCacheEntry()
|
||||
TextureCache::TCacheEntry::TCacheEntry()
|
||||
{
|
||||
glGenTextures(1, &texture);
|
||||
currmode.hex = 0;
|
||||
currmode1.hex = 0;
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
@ -119,7 +128,9 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
|
||||
// TODO: is this already done somewhere else?
|
||||
TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
|
||||
TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
|
||||
SetTextureParameters(tm0, tm1);
|
||||
|
||||
if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
|
||||
SetTextureParameters(tm0, tm1);
|
||||
}
|
||||
|
||||
bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
|
||||
@ -305,13 +316,59 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// should be unique enough, if not, vbo will "only" be uploaded to much
|
||||
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
|
||||
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
|
||||
|
||||
if(vbo_it == s_VBO.end()) {
|
||||
VBOCache item;
|
||||
item.targetSource.bottom = -1;
|
||||
item.targetSource.top = -1;
|
||||
item.targetSource.left = -1;
|
||||
item.targetSource.right = -1;
|
||||
glGenBuffers(1, &item.vbo);
|
||||
glGenVertexArrays(1, &item.vao);
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
|
||||
glBindVertexArray(item.vao);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, 0);
|
||||
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL + 2);
|
||||
|
||||
vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
|
||||
}
|
||||
if(!(vbo_it->second.targetSource == targetSource)) {
|
||||
GLfloat vertices[] = {
|
||||
-1.f, 1.f,
|
||||
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
|
||||
-1.f, -1.f,
|
||||
(GLfloat)targetSource.left, (GLfloat)targetSource.top,
|
||||
1.f, -1.f,
|
||||
(GLfloat)targetSource.right, (GLfloat)targetSource.top,
|
||||
1.f, 1.f,
|
||||
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom
|
||||
};
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
|
||||
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
vbo_it->second.targetSource = targetSource;
|
||||
}
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
|
||||
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
|
||||
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
|
||||
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
|
||||
glEnd();
|
||||
glBindVertexArray(vbo_it->second.vao);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
@ -358,6 +415,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
|
||||
|
||||
void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
|
||||
{
|
||||
currmode = newmode;
|
||||
currmode1 = newmode1;
|
||||
|
||||
// TODO: not used anywhere
|
||||
TexMode0 mode = newmode;
|
||||
//mode1 = newmode1;
|
||||
@ -389,13 +449,24 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
|
||||
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
|
||||
}
|
||||
|
||||
TextureCache::TextureCache()
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
TextureCache::~TextureCache()
|
||||
{
|
||||
if (s_TempFramebuffer)
|
||||
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
|
||||
glDeleteBuffers(1, &it->second.vbo);
|
||||
glDeleteVertexArrays(1, &it->second.vao);
|
||||
}
|
||||
s_VBO.clear();
|
||||
|
||||
if (s_TempFramebuffer)
|
||||
{
|
||||
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
|
||||
s_TempFramebuffer = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void TextureCache::DisableStage(unsigned int stage)
|
||||
|
@ -32,6 +32,7 @@ namespace OGL
|
||||
class TextureCache : public ::TextureCache
|
||||
{
|
||||
public:
|
||||
TextureCache();
|
||||
static void DisableStage(unsigned int stage);
|
||||
|
||||
private:
|
||||
@ -66,6 +67,8 @@ private:
|
||||
|
||||
private:
|
||||
void SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1);
|
||||
TexMode0 currmode;
|
||||
TexMode1 currmode1;
|
||||
};
|
||||
|
||||
~TextureCache();
|
||||
|
@ -58,6 +58,14 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
|
||||
const u32 NUM_ENCODING_PROGRAMS = 64;
|
||||
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
|
||||
|
||||
static GLuint s_encode_VBO = 0;
|
||||
static GLuint s_encode_VAO = 0;
|
||||
static GLuint s_decode_VBO = 0;
|
||||
static GLuint s_decode_VAO = 0;
|
||||
static TargetRectangle s_cached_sourceRc;
|
||||
static int s_cached_srcWidth = 0;
|
||||
static int s_cached_srcHeight = 0;
|
||||
|
||||
void CreateRgbToYuyvProgram()
|
||||
{
|
||||
// Output is BGRA because that is slightly faster than RGBA.
|
||||
@ -194,9 +202,40 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
||||
void Init()
|
||||
{
|
||||
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
|
||||
glGenBuffers(1, &s_encode_VBO );
|
||||
glGenVertexArrays(1, &s_encode_VAO );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
|
||||
glBindVertexArray( s_encode_VAO );
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
|
||||
s_cached_sourceRc.top = -1;
|
||||
s_cached_sourceRc.bottom = -1;
|
||||
s_cached_sourceRc.left = -1;
|
||||
s_cached_sourceRc.right = -1;
|
||||
|
||||
glGenBuffers(1, &s_decode_VBO );
|
||||
glGenVertexArrays(1, &s_decode_VAO );
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
|
||||
glBindVertexArray( s_decode_VAO );
|
||||
s_cached_srcWidth = -1;
|
||||
s_cached_srcHeight = -1;
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
||||
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
|
||||
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
|
||||
|
||||
s_srcTextureWidth = 0;
|
||||
@ -216,6 +255,10 @@ void Shutdown()
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
glDeleteBuffers(1, &s_encode_VBO );
|
||||
glDeleteVertexArrays(1, &s_encode_VAO );
|
||||
glDeleteBuffers(1, &s_decode_VBO );
|
||||
glDeleteVertexArrays(1, &s_decode_VAO );
|
||||
|
||||
s_rgbToYuyvProgram.Destroy();
|
||||
s_yuyvToRgbProgram.Destroy();
|
||||
@ -265,13 +308,33 @@ void EncodeToRamUsingShader(GLuint srcTexture, const TargetRectangle& sourceRc,
|
||||
|
||||
glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
|
||||
|
||||
// Draw...
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
|
||||
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
|
||||
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
|
||||
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
GL_REPORT_ERRORD();
|
||||
if(!(s_cached_sourceRc == sourceRc)) {
|
||||
GLfloat vertices[] = {
|
||||
-1.f, -1.f,
|
||||
(float)sourceRc.left, (float)sourceRc.top,
|
||||
-1.f, 1.f,
|
||||
(float)sourceRc.left, (float)sourceRc.bottom,
|
||||
1.f, 1.f,
|
||||
(float)sourceRc.right, (float)sourceRc.bottom,
|
||||
1.f, -1.f,
|
||||
(float)sourceRc.right, (float)sourceRc.top
|
||||
};
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
|
||||
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
s_cached_sourceRc = sourceRc;
|
||||
}
|
||||
|
||||
glBindVertexArray( s_encode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// .. and then read back the results.
|
||||
@ -431,18 +494,41 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
||||
ProgramShaderCache::SetBothShaders(s_yuyvToRgbProgram.glprogid, 0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
|
||||
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
|
||||
glTexCoord2f(0, 0); glVertex2f(-1,1);
|
||||
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
|
||||
glEnd();
|
||||
|
||||
if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
|
||||
GLfloat vertices[] = {
|
||||
1.f, -1.f,
|
||||
(float)srcFmtWidth, (float)srcHeight,
|
||||
1.f, 1.f,
|
||||
(float)srcFmtWidth, 0.f,
|
||||
-1.f, 1.f,
|
||||
0.f, 0.f,
|
||||
-1.f, -1.f,
|
||||
0.f, (float)srcHeight
|
||||
};
|
||||
|
||||
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
|
||||
s_cached_srcHeight = srcHeight;
|
||||
s_cached_srcWidth = srcWidth;
|
||||
}
|
||||
|
||||
glBindVertexArray( s_decode_VAO );
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
// TODO: this after merging with graphic_update
|
||||
glBindVertexArray(0);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// reset state
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
TextureCache::DisableStage(0);
|
||||
TextureCache::DisableStage(0);
|
||||
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
|
||||
|
@ -65,9 +65,16 @@ VertexManager::VertexManager()
|
||||
// max_Index_size = MAXIBUFFERSIZE;
|
||||
//
|
||||
//GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
GL_REPORT_ERRORD();
|
||||
void VertexManager::CreateDeviceObjects()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
void VertexManager::DestroyDeviceObjects()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void VertexManager::Draw()
|
||||
|
@ -33,7 +33,8 @@ public:
|
||||
VertexManager();
|
||||
|
||||
NativeVertexFormat* CreateNativeVertexFormat();
|
||||
|
||||
void CreateDeviceObjects();
|
||||
void DestroyDeviceObjects();
|
||||
private:
|
||||
void Draw();
|
||||
// temp
|
||||
|
@ -89,7 +89,6 @@ Make AA apply instantly during gameplay if possible
|
||||
#include "TextureConverter.h"
|
||||
#include "PostProcessing.h"
|
||||
#include "OnScreenDisplay.h"
|
||||
#include "Setup.h"
|
||||
#include "DLCache.h"
|
||||
#include "FramebufferManager.h"
|
||||
#include "Core.h"
|
||||
@ -168,7 +167,8 @@ bool VideoBackend::Initialize(void *&window_handle)
|
||||
g_Config.VerifyValidity();
|
||||
UpdateActiveConfig();
|
||||
|
||||
if (!OpenGL_Create(window_handle))
|
||||
InitInterface();
|
||||
if (!GLInterface->Create(window_handle))
|
||||
return false;
|
||||
|
||||
s_BackendInitialized = true;
|
||||
@ -180,7 +180,7 @@ bool VideoBackend::Initialize(void *&window_handle)
|
||||
// Run from the graphics thread
|
||||
void VideoBackend::Video_Prepare()
|
||||
{
|
||||
OpenGL_MakeCurrent();
|
||||
GLInterface->MakeCurrent();
|
||||
|
||||
g_renderer = new Renderer;
|
||||
|
||||
@ -241,7 +241,7 @@ void VideoBackend::Shutdown()
|
||||
g_renderer = NULL;
|
||||
g_texture_cache = NULL;
|
||||
}
|
||||
OpenGL_Shutdown();
|
||||
GLInterface->Shutdown();
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -26,13 +26,25 @@ if(wxWidgets_FOUND)
|
||||
endif(wxWidgets_FOUND)
|
||||
|
||||
set(LIBS videocommon
|
||||
GLEW
|
||||
SOIL
|
||||
common
|
||||
${OPENGL_LIBRARIES}
|
||||
${X11_LIBRARIES}
|
||||
${wxWidgets_LIBRARIES})
|
||||
if(USE_EGL)
|
||||
set(LIBS ${LIBS}
|
||||
EGL)
|
||||
endif()
|
||||
|
||||
if(USE_GLES)
|
||||
set(SRCS ${SRCS}
|
||||
../Plugin_VideoOGL/Src/GLUtil.cpp)
|
||||
set(LIBS ${LIBS}
|
||||
GLESv2)
|
||||
else()
|
||||
set(LIBS ${LIBS}
|
||||
GLEW
|
||||
${OPENGL_LIBRARIES})
|
||||
endif()
|
||||
if(NOT (${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
|
||||
set(LIBS ${LIBS} clrun)
|
||||
endif()
|
||||
|
@ -111,7 +111,25 @@ void SWBPWritten(int address, int newvalue)
|
||||
PanicAlert("Invalid palette pointer %08x %08x %08x", bpmem.tmem_config.tlut_src, bpmem.tmem_config.tlut_src << 5, (bpmem.tmem_config.tlut_src & 0xFFFFF)<< 5);
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
case BPMEM_PRELOAD_MODE:
|
||||
if (newvalue != 0)
|
||||
{
|
||||
// NOTE(neobrain): Apparently tmemodd doesn't affect hardware behavior at all (libogc uses it just as a buffe$
|
||||
BPS_TmemConfig& tmem_cfg = bpmem.tmem_config;
|
||||
u8* ram_ptr = Memory::GetPointer(tmem_cfg.preload_addr << 5);
|
||||
u32 tmem_addr = tmem_cfg.preload_tmem_even * TMEM_LINE_SIZE;
|
||||
u32 size = tmem_cfg.preload_tile_info.count * 32;
|
||||
|
||||
// Check if the game has overflowed TMEM, and copy up to the limit.
|
||||
// Paper Mario does this when entering the Great Boogly Tree (Chap 2)
|
||||
if ((tmem_addr + size) > TMEM_SIZE)
|
||||
size = TMEM_SIZE - tmem_addr;
|
||||
|
||||
memcpy(texMem + tmem_addr, ram_ptr, size);
|
||||
}
|
||||
break;
|
||||
|
||||
case BPMEM_TEV_REGISTER_L: // Reg 1
|
||||
case BPMEM_TEV_REGISTER_L+2: // Reg 2
|
||||
case BPMEM_TEV_REGISTER_L+4: // Reg 3
|
||||
|
@ -25,7 +25,6 @@
|
||||
#include "DebugUtil.h"
|
||||
#include "HwRasterizer.h"
|
||||
#include "SWCommandProcessor.h"
|
||||
#include "../../Plugin_VideoOGL/Src/GLUtil.h"
|
||||
#include "HW/Memmap.h"
|
||||
#include "Core.h"
|
||||
|
||||
@ -33,7 +32,7 @@ namespace EfbCopy
|
||||
{
|
||||
void CopyToXfb()
|
||||
{
|
||||
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
||||
GLInterface->Update(); // just updates the render window position and the backbuffer size
|
||||
|
||||
if (!g_SWVideoConfig.bHwRasterizer)
|
||||
{
|
||||
|
@ -29,163 +29,354 @@
|
||||
|
||||
namespace HwRasterizer
|
||||
{
|
||||
float efbHalfWidth;
|
||||
float efbHalfHeight;
|
||||
bool hasTexture;
|
||||
float efbHalfWidth;
|
||||
float efbHalfHeight;
|
||||
bool hasTexture;
|
||||
|
||||
u8 *temp;
|
||||
u8 *temp;
|
||||
|
||||
void Init()
|
||||
{
|
||||
efbHalfWidth = EFB_WIDTH / 2.0f;
|
||||
efbHalfHeight = 480 / 2.0f;
|
||||
// Programs
|
||||
static GLuint colProg, texProg, clearProg;
|
||||
|
||||
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
|
||||
}
|
||||
// Color
|
||||
static GLint col_apos = -1, col_atex = -1;
|
||||
// Tex
|
||||
static GLint tex_apos = -1, tex_atex = -1, tex_utex = -1;
|
||||
// Clear shader
|
||||
static GLint clear_apos = -1, clear_ucol = -1;
|
||||
|
||||
void LoadTexture()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
u32 imageAddr = texUnit.texImage3[0].image_base;
|
||||
void CreateShaders()
|
||||
{
|
||||
// Color Vertices
|
||||
static const char *fragcolText =
|
||||
"varying " PREC " vec4 TexCoordOut;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = TexCoordOut;\n"
|
||||
"}\n";
|
||||
// Texture Vertices
|
||||
static const char *fragtexText =
|
||||
"varying " PREC " vec4 TexCoordOut;\n"
|
||||
"uniform " TEXTYPE " Texture;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = " TEXFUNC "(Texture, TexCoordOut.xy);\n"
|
||||
"}\n";
|
||||
// Clear shader
|
||||
static const char *fragclearText =
|
||||
"uniform vec4 Color;\n"
|
||||
"void main() {\n"
|
||||
" gl_FragColor = Color;\n"
|
||||
"}\n";
|
||||
// Generic passthrough vertice shaders
|
||||
static const char *vertShaderText =
|
||||
"attribute vec4 pos;\n"
|
||||
"attribute vec4 TexCoordIn;\n "
|
||||
"varying vec4 TexCoordOut;\n "
|
||||
"void main() {\n"
|
||||
" gl_Position = pos;\n"
|
||||
" TexCoordOut = TexCoordIn;\n"
|
||||
"}\n";
|
||||
static const char *vertclearText =
|
||||
"attribute vec4 pos;\n"
|
||||
"void main() {\n"
|
||||
" gl_Position = pos;\n"
|
||||
"}\n";
|
||||
|
||||
TexCacheEntry &cacheEntry = textures[imageAddr];
|
||||
cacheEntry.Update();
|
||||
// Color Program
|
||||
colProg = OpenGL_CompileProgram(vertShaderText, fragcolText);
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, cacheEntry.texture);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
|
||||
}
|
||||
// Texture Program
|
||||
texProg = OpenGL_CompileProgram(vertShaderText, fragtexText);
|
||||
|
||||
void BeginTriangles()
|
||||
{
|
||||
// disabling depth test sometimes allows more things to be visible
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
// Clear Program
|
||||
clearProg = OpenGL_CompileProgram(vertclearText, fragclearText);
|
||||
|
||||
hasTexture = bpmem.tevorders[0].enable0;
|
||||
// Color attributes
|
||||
col_apos = glGetAttribLocation(colProg, "pos");
|
||||
col_atex = glGetAttribLocation(colProg, "TexCoordIn");
|
||||
// Texture attributes
|
||||
tex_apos = glGetAttribLocation(texProg, "pos");
|
||||
tex_atex = glGetAttribLocation(texProg, "TexCoordIn");
|
||||
tex_utex = glGetUniformLocation(texProg, "Texture");
|
||||
// Clear attributes
|
||||
clear_apos = glGetAttribLocation(clearProg, "pos");
|
||||
clear_ucol = glGetUniformLocation(clearProg, "Color");
|
||||
}
|
||||
|
||||
if (hasTexture)
|
||||
LoadTexture();
|
||||
}
|
||||
void Init()
|
||||
{
|
||||
efbHalfWidth = EFB_WIDTH / 2.0f;
|
||||
efbHalfHeight = 480 / 2.0f;
|
||||
|
||||
void EndTriangles()
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
|
||||
}
|
||||
void Shutdown()
|
||||
{
|
||||
glDeleteProgram(colProg);
|
||||
glDeleteProgram(texProg);
|
||||
glDeleteProgram(clearProg);
|
||||
}
|
||||
void Prepare()
|
||||
{
|
||||
//legacy multitexturing: select texture channel only.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
|
||||
#ifndef USE_GLES
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glDisable(GL_BLEND);
|
||||
glClearDepth(1.0f);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
glDisable(GL_LIGHTING);
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
#endif
|
||||
// used by hw rasterizer if it enables blending and depth test
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
void DrawColorVertex(OutputVertexData *v)
|
||||
{
|
||||
glColor3ub(v->color[0][OutputVertexData::RED_C], v->color[0][OutputVertexData::GRN_C], v->color[0][OutputVertexData::BLU_C]);
|
||||
glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z / (float)0x00ffffff);
|
||||
}
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
|
||||
CreateShaders();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
static float width, height;
|
||||
void LoadTexture()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
u32 imageAddr = texUnit.texImage3[0].image_base;
|
||||
// Texture Rectangle uses pixel coordinates
|
||||
// While GLES uses texture coordinates
|
||||
#ifdef USE_GLES
|
||||
width = texUnit.texImage0[0].width;
|
||||
height = texUnit.texImage0[0].height;
|
||||
#else
|
||||
width = 1;
|
||||
height = 1;
|
||||
#endif
|
||||
TexCacheEntry &cacheEntry = textures[imageAddr];
|
||||
cacheEntry.Update();
|
||||
|
||||
void DrawTextureVertex(OutputVertexData *v)
|
||||
{
|
||||
float s = v->texCoords[0].x;
|
||||
float t = v->texCoords[0].y;
|
||||
glTexCoord2f(s, t);
|
||||
glBindTexture(TEX2D, cacheEntry.texture);
|
||||
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
|
||||
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
float x = (v->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y = 1.0f - (v->screenPosition.y / efbHalfHeight);
|
||||
float z = v->screenPosition.z;
|
||||
glVertex3f(x, y, z);
|
||||
}
|
||||
void BeginTriangles()
|
||||
{
|
||||
// disabling depth test sometimes allows more things to be visible
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glEnable(GL_BLEND);
|
||||
|
||||
void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
|
||||
{
|
||||
glBegin(GL_TRIANGLES);
|
||||
if (hasTexture)
|
||||
{
|
||||
DrawTextureVertex(v0);
|
||||
DrawTextureVertex(v1);
|
||||
DrawTextureVertex(v2);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawColorVertex(v0);
|
||||
DrawColorVertex(v1);
|
||||
DrawColorVertex(v2);
|
||||
}
|
||||
glEnd();
|
||||
}
|
||||
hasTexture = bpmem.tevorders[0].enable0;
|
||||
|
||||
void Clear()
|
||||
{
|
||||
u8 r = (bpmem.clearcolorAR & 0x00ff);
|
||||
u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
|
||||
u8 b = (bpmem.clearcolorGB & 0x00ff);
|
||||
u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
|
||||
if (hasTexture)
|
||||
LoadTexture();
|
||||
}
|
||||
|
||||
GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
|
||||
GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
|
||||
GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
|
||||
GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
|
||||
GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
|
||||
void EndTriangles()
|
||||
{
|
||||
glBindTexture(TEX2D, 0);
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glColor4ub(r, g, b, a);
|
||||
glVertex3f(left, top, depth);
|
||||
glColor4ub(r, g, b, a);
|
||||
glVertex3f(right, top, depth);
|
||||
glColor4ub(r, g, b, a);
|
||||
glVertex3f(right, bottom, depth);
|
||||
glColor4ub(r, g, b, a);
|
||||
glVertex3f(left, bottom, depth);
|
||||
glEnd();
|
||||
}
|
||||
void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
|
||||
{
|
||||
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
|
||||
float z0 = v0->screenPosition.z / (float)0x00ffffff;
|
||||
|
||||
TexCacheEntry::TexCacheEntry()
|
||||
{
|
||||
Create();
|
||||
}
|
||||
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
|
||||
float z1 = v1->screenPosition.z / (float)0x00ffffff;
|
||||
|
||||
void TexCacheEntry::Create()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight);
|
||||
float z2 = v2->screenPosition.z / (float)0x00ffffff;
|
||||
|
||||
texImage0.hex = texUnit.texImage0[0].hex;
|
||||
texImage1.hex = texUnit.texImage1[0].hex;
|
||||
texImage2.hex = texUnit.texImage2[0].hex;
|
||||
texImage3.hex = texUnit.texImage3[0].hex;
|
||||
texTlut.hex = texUnit.texTlut[0].hex;
|
||||
float r0 = v0->color[0][OutputVertexData::RED_C] / 255.0f;
|
||||
float g0 = v0->color[0][OutputVertexData::GRN_C] / 255.0f;
|
||||
float b0 = v0->color[0][OutputVertexData::BLU_C] / 255.0f;
|
||||
|
||||
int width = texImage0.width;
|
||||
int height = texImage0.height;
|
||||
float r1 = v1->color[0][OutputVertexData::RED_C] / 255.0f;
|
||||
float g1 = v1->color[0][OutputVertexData::GRN_C] / 255.0f;
|
||||
float b1 = v1->color[0][OutputVertexData::BLU_C] / 255.0f;
|
||||
|
||||
DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
|
||||
float r2 = v2->color[0][OutputVertexData::RED_C] / 255.0f;
|
||||
float g2 = v2->color[0][OutputVertexData::GRN_C] / 255.0f;
|
||||
float b2 = v2->color[0][OutputVertexData::BLU_C] / 255.0f;
|
||||
|
||||
glGenTextures(1, (GLuint *)&texture);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
|
||||
}
|
||||
static const GLfloat verts[3][3] = {
|
||||
{ x0, y0, z0 },
|
||||
{ x1, y1, z1 },
|
||||
{ x2, y2, z2 }
|
||||
};
|
||||
static const GLfloat col[3][4] = {
|
||||
{ r0, g0, b0, 1.0f },
|
||||
{ r1, g1, b1, 1.0f },
|
||||
{ r2, g2, b2, 1.0f }
|
||||
};
|
||||
{
|
||||
glUseProgram(colProg);
|
||||
glEnableVertexAttribArray(col_apos);
|
||||
glEnableVertexAttribArray(col_atex);
|
||||
|
||||
void TexCacheEntry::Destroy()
|
||||
{
|
||||
if (texture == 0)
|
||||
return;
|
||||
glVertexAttribPointer(col_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
|
||||
glVertexAttribPointer(col_atex, 4, GL_FLOAT, GL_FALSE, 0, col);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glDisableVertexAttribArray(col_atex);
|
||||
glDisableVertexAttribArray(col_apos);
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
glDeleteTextures(1, &texture);
|
||||
texture = 0;
|
||||
}
|
||||
void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
|
||||
{
|
||||
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
|
||||
float z0 = v0->screenPosition.z;
|
||||
|
||||
void TexCacheEntry::Update()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
|
||||
float z1 = v1->screenPosition.z;
|
||||
|
||||
// extra checks cause textures to be reloaded much more
|
||||
if (texUnit.texImage0[0].hex != texImage0.hex ||
|
||||
//texUnit.texImage1[0].hex != texImage1.hex ||
|
||||
//texUnit.texImage2[0].hex != texImage2.hex ||
|
||||
texUnit.texImage3[0].hex != texImage3.hex ||
|
||||
texUnit.texTlut[0].hex != texTlut.hex)
|
||||
{
|
||||
Destroy();
|
||||
Create();
|
||||
}
|
||||
}
|
||||
float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f;
|
||||
float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight);
|
||||
float z2 = v2->screenPosition.z;
|
||||
|
||||
float s0 = v0->texCoords[0].x / width;
|
||||
float t0 = v0->texCoords[0].y / height;
|
||||
|
||||
float s1 = v1->texCoords[0].x / width;
|
||||
float t1 = v1->texCoords[0].y / height;
|
||||
|
||||
float s2 = v2->texCoords[0].x / width;
|
||||
float t2 = v2->texCoords[0].y / height;
|
||||
|
||||
static const GLfloat verts[3][3] = {
|
||||
{ x0, y0, z0 },
|
||||
{ x1, y1, z1 },
|
||||
{ x2, y2, z2 }
|
||||
};
|
||||
static const GLfloat tex[3][2] = {
|
||||
{ s0, t0 },
|
||||
{ s1, t1 },
|
||||
{ s2, t2 }
|
||||
};
|
||||
{
|
||||
glUseProgram(texProg);
|
||||
glEnableVertexAttribArray(tex_apos);
|
||||
glEnableVertexAttribArray(tex_atex);
|
||||
|
||||
glVertexAttribPointer(tex_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
|
||||
glVertexAttribPointer(tex_atex, 2, GL_FLOAT, GL_FALSE, 0, tex);
|
||||
glUniform1i(tex_utex, 0);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3);
|
||||
glDisableVertexAttribArray(tex_atex);
|
||||
glDisableVertexAttribArray(tex_apos);
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
|
||||
{
|
||||
if (hasTexture)
|
||||
DrawTextureVertex(v0, v1, v2);
|
||||
else
|
||||
DrawColorVertex(v0, v1, v2);
|
||||
}
|
||||
|
||||
void Clear()
|
||||
{
|
||||
u8 r = (bpmem.clearcolorAR & 0x00ff);
|
||||
u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
|
||||
u8 b = (bpmem.clearcolorGB & 0x00ff);
|
||||
u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
|
||||
|
||||
GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
|
||||
GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
|
||||
GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
|
||||
GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
|
||||
GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
|
||||
static const GLfloat verts[4][3] = {
|
||||
{ left, top, depth },
|
||||
{ right, top, depth },
|
||||
{ right, bottom, depth },
|
||||
{ left, bottom, depth }
|
||||
};
|
||||
{
|
||||
glUseProgram(clearProg);
|
||||
glVertexAttribPointer(clear_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
|
||||
glUniform4f(clear_ucol, r, g, b, a);
|
||||
glEnableVertexAttribArray(col_apos);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
glDisableVertexAttribArray(col_apos);
|
||||
}
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
TexCacheEntry::TexCacheEntry()
|
||||
{
|
||||
Create();
|
||||
}
|
||||
|
||||
void TexCacheEntry::Create()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
|
||||
texImage0.hex = texUnit.texImage0[0].hex;
|
||||
texImage1.hex = texUnit.texImage1[0].hex;
|
||||
texImage2.hex = texUnit.texImage2[0].hex;
|
||||
texImage3.hex = texUnit.texImage3[0].hex;
|
||||
texTlut.hex = texUnit.texTlut[0].hex;
|
||||
|
||||
int width = texImage0.width;
|
||||
int height = texImage0.height;
|
||||
|
||||
DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
|
||||
|
||||
glGenTextures(1, (GLuint *)&texture);
|
||||
glBindTexture(TEX2D, texture);
|
||||
#ifdef USE_GLES
|
||||
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
|
||||
#else
|
||||
glTexImage2D(TEX2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
|
||||
#endif
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void TexCacheEntry::Destroy()
|
||||
{
|
||||
if (texture == 0)
|
||||
return;
|
||||
|
||||
glDeleteTextures(1, &texture);
|
||||
texture = 0;
|
||||
}
|
||||
|
||||
void TexCacheEntry::Update()
|
||||
{
|
||||
FourTexUnits &texUnit = bpmem.tex[0];
|
||||
|
||||
// extra checks cause textures to be reloaded much more
|
||||
if (texUnit.texImage0[0].hex != texImage0.hex ||
|
||||
//texUnit.texImage1[0].hex != texImage1.hex ||
|
||||
//texUnit.texImage2[0].hex != texImage2.hex ||
|
||||
texUnit.texImage3[0].hex != texImage3.hex ||
|
||||
texUnit.texTlut[0].hex != texTlut.hex)
|
||||
{
|
||||
Destroy();
|
||||
Create();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -28,6 +28,9 @@ struct OutputVertexData;
|
||||
namespace HwRasterizer
|
||||
{
|
||||
void Init();
|
||||
void Shutdown();
|
||||
|
||||
void Prepare();
|
||||
|
||||
void BeginTriangles();
|
||||
void EndTriangles();
|
||||
|
@ -16,17 +16,23 @@
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "Common.h"
|
||||
#include <math.h>
|
||||
|
||||
#include "../../Plugin_VideoOGL/Src/GLUtil.h"
|
||||
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
|
||||
#include "SWRenderer.h"
|
||||
#include "SWStatistics.h"
|
||||
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
|
||||
|
||||
#define VSYNC_ENABLED 0
|
||||
|
||||
static GLuint s_RenderTarget = 0;
|
||||
|
||||
static GLint attr_pos = -1, attr_tex = -1;
|
||||
static GLint uni_tex = -1;
|
||||
static GLuint program;
|
||||
|
||||
// Rasterfont isn't compatible with GLES
|
||||
#ifndef USE_GLES
|
||||
RasterFont* s_pfont = NULL;
|
||||
#endif
|
||||
|
||||
void SWRenderer::Init()
|
||||
{
|
||||
@ -34,84 +40,73 @@ void SWRenderer::Init()
|
||||
|
||||
void SWRenderer::Shutdown()
|
||||
{
|
||||
glDeleteTextures(1, &s_RenderTarget);
|
||||
glDeleteProgram(program);
|
||||
glDeleteTextures(1, &s_RenderTarget);
|
||||
#ifndef USE_GLES
|
||||
delete s_pfont;
|
||||
s_pfont = 0;
|
||||
#endif
|
||||
}
|
||||
|
||||
delete s_pfont;
|
||||
s_pfont = 0;
|
||||
void CreateShaders()
|
||||
{
|
||||
static const char *fragShaderText =
|
||||
"varying " PREC " vec2 TexCoordOut;\n"
|
||||
"uniform " TEXTYPE " Texture;\n"
|
||||
"void main() {\n"
|
||||
" " PREC " vec4 tmpcolor;\n"
|
||||
" tmpcolor = " TEXFUNC "(Texture, TexCoordOut);\n"
|
||||
" gl_FragColor = tmpcolor;\n"
|
||||
"}\n";
|
||||
static const char *vertShaderText =
|
||||
"attribute vec4 pos;\n"
|
||||
"attribute vec2 TexCoordIn;\n "
|
||||
"varying vec2 TexCoordOut;\n "
|
||||
"void main() {\n"
|
||||
" gl_Position = pos;\n"
|
||||
" TexCoordOut = TexCoordIn;\n"
|
||||
"}\n";
|
||||
|
||||
program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
|
||||
|
||||
glUseProgram(program);
|
||||
|
||||
uni_tex = glGetUniformLocation(program, "Texture");
|
||||
attr_pos = glGetAttribLocation(program, "pos");
|
||||
attr_tex = glGetAttribLocation(program, "TexCoordIn");
|
||||
}
|
||||
|
||||
void SWRenderer::Prepare()
|
||||
{
|
||||
OpenGL_MakeCurrent();
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
|
||||
glGenTextures(1, &s_RenderTarget);
|
||||
|
||||
// Init extension support.
|
||||
if (glewInit() != GLEW_OK) {
|
||||
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle VSync on/off
|
||||
#ifdef _WIN32
|
||||
if (WGLEW_EXT_swap_control)
|
||||
wglSwapIntervalEXT(VSYNC_ENABLED);
|
||||
else
|
||||
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
if (glXSwapIntervalSGI)
|
||||
glXSwapIntervalSGI(VSYNC_ENABLED);
|
||||
else
|
||||
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
|
||||
#endif
|
||||
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
// used by hw rasterizer if it enables blending and depth test
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
glDepthFunc(GL_LEQUAL);
|
||||
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
||||
glClearDepth(1.0f);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
//glDisable(GL_SCISSOR_TEST);
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
s_pfont = new RasterFont();
|
||||
|
||||
// legacy multitexturing: select texture channel only.
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
|
||||
glGenTextures(1, &s_RenderTarget);
|
||||
CreateShaders();
|
||||
// TODO: Enable for GLES once RasterFont supports GLES
|
||||
#ifndef USE_GLES
|
||||
s_pfont = new RasterFont();
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
#endif
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
|
||||
{
|
||||
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
|
||||
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
|
||||
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
|
||||
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
|
||||
#ifndef USE_GLES
|
||||
int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
|
||||
int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
|
||||
|
||||
s_pfont->printMultilineText(pstr,
|
||||
left * 2.0f / (float)nBackbufferWidth - 1,
|
||||
1 - top * 2.0f / (float)nBackbufferHeight,
|
||||
0, nBackbufferWidth, nBackbufferHeight);
|
||||
0, nBackbufferWidth, nBackbufferHeight, color);
|
||||
#endif
|
||||
}
|
||||
|
||||
void SWRenderer::DrawDebugText()
|
||||
{
|
||||
char debugtext_buffer[8192];
|
||||
char debugtext_buffer[8192];
|
||||
char *p = debugtext_buffer;
|
||||
p[0] = 0;
|
||||
|
||||
@ -139,48 +134,71 @@ void SWRenderer::DrawDebugText()
|
||||
|
||||
void SWRenderer::DrawTexture(u8 *texture, int width, int height)
|
||||
{
|
||||
GLsizei glWidth = (GLsizei)OpenGL_GetBackbufferWidth();
|
||||
GLsizei glHeight = (GLsizei)OpenGL_GetBackbufferHeight();
|
||||
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
|
||||
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
|
||||
|
||||
// Update GLViewPort
|
||||
glViewport(0, 0, glWidth, glHeight);
|
||||
glScissor(0, 0, glWidth, glHeight);
|
||||
glScissor(0, 0, glWidth, glHeight);
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glBindTexture(TEX2D, s_RenderTarget);
|
||||
|
||||
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
|
||||
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
GLfloat u_max = (GLfloat)width;
|
||||
GLfloat v_max = (GLfloat)glHeight;
|
||||
|
||||
static const GLfloat verts[4][2] = {
|
||||
{ -1, -1}, // Left top
|
||||
{ -1, 1}, // left bottom
|
||||
{ 1, 1}, // right bottom
|
||||
{ 1, -1} // right top
|
||||
};
|
||||
//Texture rectangle uses pixel coordinates
|
||||
#ifndef USE_GLES
|
||||
static const GLfloat texverts[4][2] = {
|
||||
{0, v_max},
|
||||
{0, 0},
|
||||
{u_max, 0},
|
||||
{u_max, v_max}
|
||||
};
|
||||
#else
|
||||
static const GLfloat texverts[4][2] = {
|
||||
{0, 1},
|
||||
{0, 0},
|
||||
{1, 0},
|
||||
{1, 1}
|
||||
};
|
||||
#endif
|
||||
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
|
||||
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
|
||||
glEnableVertexAttribArray(attr_pos);
|
||||
glEnableVertexAttribArray(attr_tex);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glUniform1i(uni_tex, 0);
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
glDisableVertexAttribArray(attr_pos);
|
||||
glDisableVertexAttribArray(attr_tex);
|
||||
|
||||
glBindTexture(TEX2D, 0);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
GLfloat u_max = (GLfloat)width;
|
||||
GLfloat v_max = (GLfloat)glHeight;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, v_max); glVertex2f(-1, -1);
|
||||
glTexCoord2f(0, 0); glVertex2f(-1, 1);
|
||||
glTexCoord2f(u_max, 0); glVertex2f( 1, 1);
|
||||
glTexCoord2f(u_max, v_max); glVertex2f( 1, -1);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
}
|
||||
|
||||
void SWRenderer::SwapBuffer()
|
||||
{
|
||||
DrawDebugText();
|
||||
DrawDebugText();
|
||||
|
||||
glFlush();
|
||||
glFlush();
|
||||
|
||||
OpenGL_SwapBuffers();
|
||||
GLInterface->Swap();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
swstats.ResetFrame();
|
||||
swstats.ResetFrame();
|
||||
|
||||
// Clear framebuffer
|
||||
glClearColor(0, 0, 0, 0);
|
||||
glClearDepth(1.0);
|
||||
#ifndef USE_GLES
|
||||
glClearDepth(1.0f);
|
||||
#endif
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
@ -72,27 +72,27 @@ void SWVertexLoader::SetFormat(u8 attributeIndex, u8 primitiveType)
|
||||
tcScale[7] = 1.0f / float(1 << m_CurrentVat->g2.Tex7Frac);
|
||||
|
||||
//TexMtx
|
||||
const int tmDesc[8] = {
|
||||
const u32 tmDesc[8] = {
|
||||
g_VtxDesc.Tex0MatIdx, g_VtxDesc.Tex1MatIdx, g_VtxDesc.Tex2MatIdx, g_VtxDesc.Tex3MatIdx,
|
||||
g_VtxDesc.Tex4MatIdx, g_VtxDesc.Tex5MatIdx, g_VtxDesc.Tex6MatIdx, g_VtxDesc.Tex7MatIdx
|
||||
};
|
||||
// Colors
|
||||
const int colDesc[2] = {g_VtxDesc.Color0, g_VtxDesc.Color1};
|
||||
const u32 colDesc[2] = {g_VtxDesc.Color0, g_VtxDesc.Color1};
|
||||
colElements[0] = m_CurrentVat->g0.Color0Elements;
|
||||
colElements[1] = m_CurrentVat->g0.Color1Elements;
|
||||
const int colComp[2] = {m_CurrentVat->g0.Color0Comp, m_CurrentVat->g0.Color1Comp};
|
||||
const u32 colComp[2] = {m_CurrentVat->g0.Color0Comp, m_CurrentVat->g0.Color1Comp};
|
||||
// TextureCoord
|
||||
const int tcDesc[8] = {
|
||||
const u32 tcDesc[8] = {
|
||||
g_VtxDesc.Tex0Coord, g_VtxDesc.Tex1Coord, g_VtxDesc.Tex2Coord, g_VtxDesc.Tex3Coord,
|
||||
g_VtxDesc.Tex4Coord, g_VtxDesc.Tex5Coord, g_VtxDesc.Tex6Coord, (const int)((g_VtxDesc.Hex >> 31) & 3)
|
||||
g_VtxDesc.Tex4Coord, g_VtxDesc.Tex5Coord, g_VtxDesc.Tex6Coord, (const u32)((g_VtxDesc.Hex >> 31) & 3)
|
||||
};
|
||||
const int tcElements[8] = {
|
||||
const u32 tcElements[8] = {
|
||||
m_CurrentVat->g0.Tex0CoordElements, m_CurrentVat->g1.Tex1CoordElements, m_CurrentVat->g1.Tex2CoordElements,
|
||||
m_CurrentVat->g1.Tex3CoordElements, m_CurrentVat->g1.Tex4CoordElements, m_CurrentVat->g2.Tex5CoordElements,
|
||||
m_CurrentVat->g2.Tex6CoordElements, m_CurrentVat->g2.Tex7CoordElements
|
||||
};
|
||||
|
||||
const int tcFormat[8] = {
|
||||
const u32 tcFormat[8] = {
|
||||
m_CurrentVat->g0.Tex0CoordFormat, m_CurrentVat->g1.Tex1CoordFormat, m_CurrentVat->g1.Tex2CoordFormat,
|
||||
m_CurrentVat->g1.Tex3CoordFormat, m_CurrentVat->g1.Tex4CoordFormat, m_CurrentVat->g2.Tex5CoordFormat,
|
||||
m_CurrentVat->g2.Tex6CoordFormat, m_CurrentVat->g2.Tex7CoordFormat
|
||||
|
@ -51,7 +51,7 @@ void SWVideoConfig::Load(const char* ini_file)
|
||||
iniFile.Get("Hardware", "Fullscreen", &bFullscreen, 0); // Hardware
|
||||
iniFile.Get("Hardware", "RenderToMainframe", &renderToMainframe, false);
|
||||
|
||||
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, false);
|
||||
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, true);
|
||||
|
||||
iniFile.Get("Info", "ShowStats", &bShowStats, false);
|
||||
|
||||
|
@ -40,6 +40,8 @@
|
||||
#include "VideoBackend.h"
|
||||
#include "Core.h"
|
||||
|
||||
#define VSYNC_ENABLED 0
|
||||
|
||||
namespace SW
|
||||
{
|
||||
|
||||
@ -69,8 +71,9 @@ void VideoSoftware::ShowConfig(void *_hParent)
|
||||
bool VideoSoftware::Initialize(void *&window_handle)
|
||||
{
|
||||
g_SWVideoConfig.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_software.ini").c_str());
|
||||
InitInterface();
|
||||
|
||||
if (!OpenGL_Create(window_handle))
|
||||
if (!GLInterface->Create(window_handle))
|
||||
{
|
||||
INFO_LOG(VIDEO, "%s", "SWRenderer::Create failed\n");
|
||||
return false;
|
||||
@ -83,8 +86,10 @@ bool VideoSoftware::Initialize(void *&window_handle)
|
||||
OpcodeDecoder::Init();
|
||||
Clipper::Init();
|
||||
Rasterizer::Init();
|
||||
HwRasterizer::Init();
|
||||
SWRenderer::Init();
|
||||
if (g_SWVideoConfig.bHwRasterizer)
|
||||
HwRasterizer::Init();
|
||||
else
|
||||
SWRenderer::Init();
|
||||
DebugUtil::Init();
|
||||
|
||||
return true;
|
||||
@ -95,6 +100,11 @@ void VideoSoftware::DoState(PointerWrap&)
|
||||
// NYI
|
||||
}
|
||||
|
||||
void VideoSoftware::CheckInvalidState()
|
||||
{
|
||||
// there is no state to invalidate
|
||||
}
|
||||
|
||||
void VideoSoftware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
|
||||
{
|
||||
if (doLock)
|
||||
@ -124,14 +134,44 @@ void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
|
||||
|
||||
void VideoSoftware::Shutdown()
|
||||
{
|
||||
SWRenderer::Shutdown();
|
||||
OpenGL_Shutdown();
|
||||
if (g_SWVideoConfig.bHwRasterizer)
|
||||
HwRasterizer::Shutdown();
|
||||
else
|
||||
SWRenderer::Shutdown();
|
||||
GLInterface->Shutdown();
|
||||
}
|
||||
|
||||
// This is called after Video_Initialize() from the Core
|
||||
void VideoSoftware::Video_Prepare()
|
||||
{
|
||||
SWRenderer::Prepare();
|
||||
{
|
||||
GLInterface->MakeCurrent();
|
||||
// Init extension support.
|
||||
{
|
||||
#ifndef USE_GLES
|
||||
if (glewInit() != GLEW_OK) {
|
||||
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
|
||||
return;
|
||||
}
|
||||
|
||||
// Handle VSync on/off
|
||||
#ifdef _WIN32
|
||||
if (WGLEW_EXT_swap_control)
|
||||
wglSwapIntervalEXT(VSYNC_ENABLED);
|
||||
else
|
||||
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
|
||||
#elif defined(HAVE_X11) && HAVE_X11
|
||||
if (glXSwapIntervalSGI)
|
||||
glXSwapIntervalSGI(VSYNC_ENABLED);
|
||||
else
|
||||
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
if (g_SWVideoConfig.bHwRasterizer)
|
||||
HwRasterizer::Prepare();
|
||||
else
|
||||
SWRenderer::Prepare();
|
||||
|
||||
INFO_LOG(VIDEO, "Video backend initialized.");
|
||||
}
|
||||
@ -273,20 +313,7 @@ writeFn32 VideoSoftware::Video_PEWrite32()
|
||||
// Draw messages on top of the screen
|
||||
unsigned int VideoSoftware::PeekMessages()
|
||||
{
|
||||
#ifdef _WIN32
|
||||
// TODO: peekmessage
|
||||
MSG msg;
|
||||
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
|
||||
{
|
||||
if (msg.message == WM_QUIT)
|
||||
return FALSE;
|
||||
TranslateMessage(&msg);
|
||||
DispatchMessage(&msg);
|
||||
}
|
||||
return TRUE;
|
||||
#else
|
||||
return false;
|
||||
#endif
|
||||
return GLInterface->PeekMessages();
|
||||
}
|
||||
|
||||
// Show the current FPS
|
||||
@ -294,7 +321,7 @@ void VideoSoftware::UpdateFPSDisplay(const char *text)
|
||||
{
|
||||
char temp[100];
|
||||
snprintf(temp, sizeof temp, "%s | Software | %s", scm_rev_str, text);
|
||||
OpenGL_SetWindowText(temp);
|
||||
GLInterface->UpdateFPSDisplay(temp);
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -120,8 +120,16 @@ void SampleMip(s32 s, s32 t, s32 mip, bool linear, u8 texmap, u8 *sample)
|
||||
TexImage0& ti0 = texUnit.texImage0[subTexmap];
|
||||
TexTLUT& texTlut = texUnit.texTlut[subTexmap];
|
||||
|
||||
u32 imageBase = texUnit.texImage3[subTexmap].image_base << 5;
|
||||
u8 *imageSrc = Memory::GetPointer(imageBase);
|
||||
u8 *imageSrc;
|
||||
if (texUnit.texImage1[subTexmap].image_type)
|
||||
{
|
||||
imageSrc = &texMem[texUnit.texImage1[subTexmap].tmem_even * TMEM_LINE_SIZE];
|
||||
}
|
||||
else
|
||||
{
|
||||
u32 imageBase = texUnit.texImage3[subTexmap].image_base << 5;
|
||||
imageSrc = Memory::GetPointer(imageBase);
|
||||
}
|
||||
|
||||
int imageWidth = ti0.width;
|
||||
int imageHeight = ti0.height;
|
||||
|
@ -50,6 +50,9 @@ class VideoSoftware : public VideoBackend
|
||||
|
||||
void PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
|
||||
void DoState(PointerWrap &p);
|
||||
|
||||
public:
|
||||
void CheckInvalidState();
|
||||
};
|
||||
|
||||
}
|
||||
|
Reference in New Issue
Block a user