Move to new Virtual XFB system which correctly handles games which store multiple XFB's in memory. More OpenGL cleanup.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3591 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check
2009-06-29 07:30:48 +00:00
parent 188fa9b2cb
commit c2e0225aa3
15 changed files with 389 additions and 133 deletions

View File

@ -93,11 +93,6 @@ static FILE* f_pFrameDump;
static int s_MSAASamples = 1;
static int s_MSAACoverageSamples = 0;
// TODO: Move these to FramebufferManager
static TRectangle s_efbSourceRc;
static GLuint s_xfbFramebuffer = 0; // Only used when multisampling is on
static GLuint s_xfbTexture = 0;
static bool s_bHaveStencilBuffer = false;
static bool s_bHaveFramebufferBlit = false;
static bool s_bHaveCoverageMSAA = false;
@ -305,22 +300,6 @@ bool Renderer::Init()
if (s_targetheight < EFB_HEIGHT)
s_targetheight = EFB_HEIGHT;
// Create the XFB texture
glGenTextures(1, &s_xfbTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
SetDefaultRectTexParams();
// Bind it to an XFB framebuffer if MSAA is used
if (s_MSAASamples > 1)
{
glGenFramebuffersEXT(1, &s_xfbFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_xfbFramebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture, 0);
GL_REPORT_FBO_ERROR();
}
if (GL_REPORT_ERROR() != GL_NO_ERROR)
bSuccess = false;
@ -384,14 +363,6 @@ void Renderer::Shutdown(void)
s_framebufferManager.Shutdown();
// Note: OpenGL delete functions automatically ignore if parameter is 0
glDeleteFramebuffersEXT(1, &s_xfbFramebuffer);
s_xfbFramebuffer = 0;
glDeleteTextures(1, &s_xfbTexture);
s_xfbTexture = 0;
#ifdef _WIN32
if(s_bAVIDumping) {
AVIDump::Stop();
@ -689,68 +660,45 @@ void ComputeBackbufferRectangle(TRectangle *rc)
rc->bottom = YOffset + ceil(FloatGLHeight);
}
void Renderer::DecodeFromXFB(u8* xfbInRam, u32 dstWidth, u32 dstHeight, s32 yOffset)
{
TextureConverter::DecodeToTexture(xfbInRam + yOffset*(XFB_WIDTH*2), dstWidth, dstHeight, s_xfbTexture);
}
// TODO: Use something less ugly than an Evil Global Variable.
// Also, protect this structure with a mutex.
extern volatile struct // Comes from main.cpp
{
u32 xfbAddr;
u32 width;
u32 height;
s32 yOffset;
} tUpdateXFBArgs;
void Renderer::RenderToXFB(u8* xfbInRam, const TRectangle& sourceRc, u32 dstWidth, u32 dstHeight)
void Renderer::RenderToXFB(u32 xfbAddr, u32 dstWidth, u32 dstHeight, const TRectangle& sourceRc)
{
// Make sure the previous contents made it to the screen if requested
if (g_XFBUpdateRequested)
u32 aLower = xfbAddr;
u32 aUpper = xfbAddr + 2 * dstWidth * dstHeight;
u32 bLower = tUpdateXFBArgs.xfbAddr;
u32 bUpper = tUpdateXFBArgs.xfbAddr + 2 * tUpdateXFBArgs.width * tUpdateXFBArgs.height;
// If we're about to write into a requested XFB, make sure the previous
// contents make it to the screen first.
if (g_XFBUpdateRequested && addrRangesOverlap(aLower, aUpper, bLower, bUpper))
{
Video_UpdateXFB(NULL, 0, 0, 0, FALSE);
}
// TODO: Move this logic to FramebufferManager
if (g_Config.bUseXFB)
{
s_efbSourceRc.left = 0;
s_efbSourceRc.top = 0;
s_efbSourceRc.right = GetTargetWidth();
s_efbSourceRc.bottom = GetTargetHeight();
XFB_Write(xfbInRam, sourceRc, dstWidth, dstHeight);
}
else
{
// Renderer::Swap will use the source rectangle saved here
s_efbSourceRc = sourceRc;
if (s_MSAASamples > 1)
{
// Cannot use glCopyTexImage2D on multisampled framebuffers, so
// EXT_framebuffer_blit must be used
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_xfbFramebuffer);
glBlitFramebufferEXT(
0, 0, s_targetwidth, s_targetheight,
0, 0, s_targetwidth, s_targetheight,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
// Return to the EFB
SetFramebuffer(0);
}
else
{
// Just copy the EFB directly
SetFramebuffer(0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glCopyTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGB, 0, 0, s_targetwidth, s_targetheight, 0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}
}
s_framebufferManager.CopyToXFB(xfbAddr, dstWidth, dstHeight, sourceRc);
}
// This function has the final picture. We
// adjust the aspect ratio here.
void Renderer::Swap()
// This function has the final picture. We adjust the aspect ratio here.
// yOffset is used to eliminate interlacing jitter in Real XFB mode.
void Renderer::Swap(u32 xfbAddr, u32 srcWidth, u32 srcHeight, s32 yOffset)
{
const XFBSource* xfbSource = s_framebufferManager.GetXFBSource(xfbAddr, srcWidth, srcHeight);
if (!xfbSource)
{
WARN_LOG(VIDEO, "Failed to get video for this frame");
return;
}
OpenGL_Update(); // just updates the render window position and the backbuffer size
DVSTARTPROFILE();
@ -760,28 +708,24 @@ void Renderer::Swap()
ComputeBackbufferRectangle(&back_rc);
float u_max;
float v_min = 0.f;
float v_min;
float v_max;
if (g_Config.bUseXFB)
if (g_Config.bAutoScale)
{
u_max = XFB_WIDTH;
v_min = 0;
v_max = XFB_HEIGHT;
}
else if (g_Config.bAutoScale)
{
u_max = (s_efbSourceRc.right - s_efbSourceRc.left);
v_min = (float)GetTargetHeight() - (s_efbSourceRc.bottom - s_efbSourceRc.top);
v_max = (float)GetTargetHeight();
u_max = (xfbSource->sourceRc.right - xfbSource->sourceRc.left);
v_min = (float)xfbSource->texHeight - (xfbSource->sourceRc.bottom - xfbSource->sourceRc.top);
v_max = (float)xfbSource->texHeight;
}
else
{
u_max = (float)GetTargetWidth();
v_max = (float)GetTargetHeight();
u_max = (float)xfbSource->texWidth;
v_max = (float)xfbSource->texHeight;
}
v_min -= yOffset;
v_max -= yOffset;
// Tell the OSD Menu about the current internal resolution
OSDInternalW = s_efbSourceRc.GetWidth(); OSDInternalH = s_efbSourceRc.bottom;
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.bottom;
// Make sure that the wireframe setting doesn't screw up the screen copy.
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@ -806,7 +750,7 @@ void Renderer::Swap()
// Texture map s_xfbTexture onto the main buffer
glActiveTexture(GL_TEXTURE0);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_xfbTexture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture);
// Use linear filtering.
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
@ -850,7 +794,7 @@ void Renderer::Swap()
s_criticalScreenshot.Enter();
// Save screenshot
SaveRenderTarget(s_sScreenshotName.c_str(), s_efbSourceRc.right, s_efbSourceRc.bottom, (int)(v_min));
SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.right, xfbSource->sourceRc.bottom, (int)(v_min));
// Reset settings
s_sScreenshotName = "";
s_bScreenshot = false;
@ -868,8 +812,8 @@ void Renderer::Swap()
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
s_criticalScreenshot.Enter();
int w = s_efbSourceRc.right;
int h = s_efbSourceRc.bottom;
int w = xfbSource->sourceRc.right;
int h = xfbSource->sourceRc.bottom;
int t = (int)(v_min);
u8 *data = (u8 *) malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);