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https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
Some housecleaning around the D3D plugin, start of preparations to share even more code with the GL plugin.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4183 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -362,40 +362,6 @@ bool Renderer::Init()
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cgGLSetDebugMode(GL_FALSE);
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#endif
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if (!InitializeGL())
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return false;
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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delete s_pfont;
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s_pfont = 0;
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if (g_cgcontext) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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s_tempScreenshotFramebuffer = 0;
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s_framebufferManager.Shutdown();
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#ifdef _WIN32
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if(s_bAVIDumping) {
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AVIDump::Stop();
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}
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#else
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if(f_pFrameDump != NULL) {
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fclose(f_pFrameDump);
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}
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#endif
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}
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bool Renderer::InitializeGL()
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{
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glStencilFunc(GL_ALWAYS, 0, 0);
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glBlendFunc(GL_ONE, GL_ONE);
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@ -432,9 +398,34 @@ bool Renderer::InitializeGL()
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glClientActiveTexture(GL_TEXTURE0);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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return GL_REPORT_ERROR() == GL_NO_ERROR;
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return glGetError() == GL_NO_ERROR && bSuccess;
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}
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void Renderer::Shutdown(void)
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{
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delete s_pfont;
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s_pfont = 0;
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if (g_cgcontext) {
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cgDestroyContext(g_cgcontext);
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g_cgcontext = 0;
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}
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glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer);
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s_tempScreenshotFramebuffer = 0;
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s_framebufferManager.Shutdown();
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#ifdef _WIN32
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if(s_bAVIDumping) {
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AVIDump::Stop();
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}
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#else
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if(f_pFrameDump != NULL) {
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fclose(f_pFrameDump);
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}
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#endif
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}
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// Return the rendering window width and height
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int Renderer::GetTargetWidth()
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@ -467,7 +458,7 @@ void Renderer::SetFramebuffer(GLuint fb)
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_framebufferManager.GetEFBFramebuffer());
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}
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void Renderer::ResetGLState()
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void Renderer::ResetAPIState()
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{
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// Gets us to a reasonably sane state where it's possible to do things like
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// image copies with textured quads, etc.
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@ -484,7 +475,7 @@ void Renderer::ResetGLState()
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void UpdateViewport();
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void Renderer::RestoreGLState()
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void Renderer::RestoreAPIState()
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{
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// Gets us back into a more game-like state.
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@ -832,7 +823,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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DVSTARTPROFILE();
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ResetGLState();
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ResetAPIState();
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TargetRectangle back_rc;
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ComputeBackbufferRectangle(&back_rc);
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@ -1038,7 +1029,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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// Why save this as s_bNativeResolution if we updated it every frame?
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s_bNativeResolution = g_Config.bNativeResolution;
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RestoreGLState();
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RestoreAPIState();
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GL_REPORT_ERRORD();
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g_Config.iSaveTargetId = 0;
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@ -1436,16 +1427,16 @@ void UpdateViewport()
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(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
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// --------
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int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
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int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
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int scissorXOff = bpmem.scissorOffset.x * 2; // 342
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int scissorYOff = bpmem.scissorOffset.y * 2; // 342
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// -------------------------------------
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float MValueX = Renderer::GetTargetScaleX();
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float MValueY = Renderer::GetTargetScaleY();
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// Stretch picture with increased internal resolution
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff)) * MValueY);
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int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - scissorXOff) * MValueX);
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int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - scissorYOff)) * MValueY);
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int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
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int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
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double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
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