just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
hrydgard
2008-12-25 15:56:36 +00:00
parent 3fd665502e
commit dcc48d6c41
28 changed files with 948 additions and 679 deletions

View File

@ -1201,6 +1201,10 @@
RelativePath=".\Src\DecodedVArray.h"
>
</File>
<File
RelativePath=".\Src\NativeVertexFormat.cpp"
>
</File>
<File
RelativePath=".\Src\OpcodeDecoding.cpp"
>
@ -1273,6 +1277,14 @@
RelativePath=".\Src\PixelShader.h"
>
</File>
<File
RelativePath=".\Src\PixelShaderManager.cpp"
>
</File>
<File
RelativePath=".\Src\PixelShaderManager.h"
>
</File>
<File
RelativePath=".\Src\Render.cpp"
>
@ -1281,14 +1293,6 @@
RelativePath=".\Src\Render.h"
>
</File>
<File
RelativePath=".\Src\ShaderManager.cpp"
>
</File>
<File
RelativePath=".\Src\ShaderManager.h"
>
</File>
<File
RelativePath=".\Src\TextureCache.cpp"
>
@ -1317,6 +1321,14 @@
RelativePath=".\Src\VertexShader.h"
>
</File>
<File
RelativePath=".\Src\VertexShaderManager.cpp"
>
</File>
<File
RelativePath=".\Src\VertexShaderManager.h"
>
</File>
</Filter>
<Filter
Name="D3D"

View File

@ -0,0 +1,145 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Profiler.h"
#include "x64Emitter.h"
#include "ABI.h"
#include "MemoryUtil.h"
#include "VertexShader.h"
#include "CPMemory.h"
#include "NativeVertexFormat.h"
class D3DVertexFormat : public NativeVertexFormat
{
PortableVertexDeclaration vtx_decl;
LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
public:
D3DVertexFormat();
~D3DVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
};
NativeVertexFormat *NativeVertexFormat::Create()
{
return new D3DVertexFormat();
}
D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
{
}
D3DVertexFormat::~D3DVertexFormat()
{
if (d3d_decl)
{
d3d_decl->Release();
d3d_decl = NULL;
}
}
D3DDECLTYPE VarToD3D(VarType t)
{
static const D3DDECLTYPE lookup[5] =
{
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
};
return lookup[t];
}
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
// We probably won't see much of a speed loss, and any speed loss will be regained anyway
// when we finally compile display lists.
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
// Same for method.
// So, here we go. First position:
int elem_idx = 0;
elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
++elem_idx;
for (int i = 0; i < 3; i++)
{
if (_vtx_decl.normal_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 2; i++)
{
if (_vtx_decl.color_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
for (int i = 0; i < 8; i++)
{
if (_vtx_decl.texcoord_offset[i] >= 0)
{
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
elems[elem_idx].UsageIndex = i;
++elem_idx;
}
}
if (vtx_decl.posmtx_offset != -1)
{
// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
elems[elem_idx].UsageIndex = 0;
++elem_idx;
}
if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
{
PanicAlert("Failed to create D3D vertex declaration!");
return;
}
}
void D3DVertexFormat::SetupVertexPointers() const
{
D3D::dev->SetVertexDeclaration(d3d_decl);
}

View File

@ -33,7 +33,8 @@
#include "TransformEngine.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "BPStructs.h"
#include "XFStructs.h"

View File

@ -1,218 +1,134 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "ShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
tevhash GetCurrentTEV()
{
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
{
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
}
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
{
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
}
for (int i = 0; i < 8; i++)
{
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
}
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
return hash;
}
PShaderCache::PSCache PShaderCache::pshaders;
VShaderCache::VSCache VShaderCache::vshaders;
void PShaderCache::Init()
{
}
void PShaderCache::Shutdown()
{
PSCache::iterator iter = pshaders.begin();
for (;iter!=pshaders.end();iter++)
iter->second.Destroy();
pshaders.clear();
}
void PShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
PSCache::iterator iter;
iter = pshaders.find(currentHash);
if (iter != pshaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GeneratePixelShader();
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
pshaders[currentHash] = newentry;
}
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void PShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = pshaders.begin();
while (iter != pshaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = pshaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void VShaderCache::Init()
{
}
void VShaderCache::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
void VShaderCache::SetShader()
{
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
if (shader) {
//D3D::dev->SetVertexShader(shader);
return;
}
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
VSCache::iterator iter;
iter = vshaders.find(currentHash);
if (iter != vshaders.end())
{
iter->second.frameCount=frameCount;
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GenerateVertexShader();
shader = D3D::CompileVShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount=frameCount;
vshaders[currentHash] = entry;
}
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
void VShaderCache::Cleanup()
{
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "PixelShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
PShaderCache::PSCache PShaderCache::pshaders;
//I hope we don't get too many hash collisions :p
//all these magic numbers are primes, it should help a bit
tevhash GetCurrentTEV()
{
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
{
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
}
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
{
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
}
for (int i = 0; i < 8; i++)
{
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
}
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
return hash;
}
void PShaderCache::Init()
{
}
void PShaderCache::Shutdown()
{
PSCache::iterator iter = pshaders.begin();
for (;iter!=pshaders.end();iter++)
iter->second.Destroy();
pshaders.clear();
}
void PShaderCache::SetShader()
{
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
DVSTARTPROFILE();
tevhash currentHash = GetCurrentTEV();
PSCache::iterator iter;
iter = pshaders.find(currentHash);
if (iter != pshaders.end())
{
iter->second.frameCount = frameCount;
PSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetPixelShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GeneratePixelShader();
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
PSCacheEntry newentry;
newentry.shader = shader;
newentry.frameCount = frameCount;
pshaders[currentHash] = newentry;
}
D3D::dev->SetPixelShader(shader);
INCSTAT(stats.numPixelShadersCreated);
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}
void PShaderCache::Cleanup()
{
PSCache::iterator iter;
iter = pshaders.begin();
while (iter != pshaders.end())
{
PSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount-30)
{
entry.Destroy();
iter = pshaders.erase(iter);
}
else
{
iter++;
}
}
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
}

View File

@ -1,97 +1,64 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#pragma once
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PShaderCache
{
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
//CGPShader shader;
int frameCount;
PSCacheEntry()
{
shader=0;
frameCount=0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash,PSCacheEntry> PSCache;
static PSCache pshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
class VShaderCache
{
struct VSCacheEntry
{
LPDIRECT3DVERTEXSHADER9 shader;
//CGVShader shader;
int frameCount;
VSCacheEntry()
{
shader=0;
frameCount=0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash,VSCacheEntry> VSCache;
static VSCache vshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
void InitCG();
void ShutdownCG();
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _PIXELSHADERMANAGER_H
#define _PIXELSHADERMANAGER_H
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
typedef u32 tevhash;
tevhash GetCurrentTEV();
class PShaderCache
{
struct PSCacheEntry
{
LPDIRECT3DPIXELSHADER9 shader;
//CGPShader shader;
int frameCount;
PSCacheEntry()
{
shader = 0;
frameCount = 0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<tevhash, PSCacheEntry> PSCache;
static PSCache pshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
#endif // _PIXELSHADERMANAGER_H

View File

@ -29,7 +29,8 @@
#include "XFStructs.h"
#include "D3DPostprocess.h"
#include "D3DUtil.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "TextureCache.h"
#include "Utils.h"
#include "EmuWindow.h"
@ -171,7 +172,8 @@ void Renderer::ReinitView()
xScale = width/640.0f;
yScale = height/480.0f;
RECT rc = {
RECT rc =
{
(LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale)
};
}
@ -198,24 +200,24 @@ void Renderer::SwapBuffers(void)
{
char st[2048];
char *p = st;
p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"Num primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
@ -270,7 +272,7 @@ void Renderer::SwapBuffers(void)
u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB;
// clearColor |= 0x003F003F;
// D3D::BeginFrame(true,clearColor,1.0f);
D3D::BeginFrame(false,clearColor,1.0f);
D3D::BeginFrame(false, clearColor, 1.0f);
// D3D::EnableAlphaToCoverage();
Postprocess::BeginFrame();
@ -280,15 +282,6 @@ void Renderer::SwapBuffers(void)
D3D::font.SetRenderStates(); //compatibility with low end cards
}
void Renderer::Flush(void)
{
// render the rest of the vertex buffer
//only to be used for debugging purposes
//D3D::EndFrame();
//D3D::BeginFrame(false,0);
}
void Renderer::SetViewport(float* _Viewport)
{
Viewport* pViewport = (Viewport*)_Viewport;

View File

@ -44,17 +44,15 @@ public:
static void Init(SVideoInitialize &_VideoInitialize);
static void Shutdown();
// initialize opengl standard values (like view port)
static void Initialize(void);
// must be called if the window size has changed
static void ReinitView(void);
//
// --- Render Functions ---
//
static void SwapBuffers(void);
static void Flush(void);
static float GetXScale(){return xScale;}
static float GetYScale(){return yScale;}
static float GetXScale() {return xScale;}
static float GetYScale() {return yScale;}
static void SetScissorBox(RECT &rc);
static void SetViewport(float* _Viewport);
@ -108,8 +106,8 @@ public:
* @param pVertexStreamZeroData User memory pointer to the vertex data.
* @param VertexStreamZeroStride The number of bytes of data for each vertex.
*/
static void DrawPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride );
static void DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
/**
* Renders a sequence of non indexed, geometric primitives of the specified type from the current set of data input streams.
@ -117,7 +115,7 @@ public:
* @param StartVertex Index of the first vertex to load.
* @param PrimitiveCount Number of primitives to render.
*/
static void DrawPrimitive( D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount );
static void DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
};
#endif // __H_RENDER__

View File

@ -27,7 +27,8 @@
#include "IndexGenerator.h"
#include "BPStructs.h"
#include "XFStructs.h"
#include "ShaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "Utils.h"
using namespace D3D;

View File

@ -0,0 +1,110 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <map>
#include "D3DBase.h"
#include "Statistics.h"
#include "Utils.h"
#include "Profiler.h"
#include "VertexShaderManager.h"
#include "VertexLoader.h"
#include "BPMemory.h"
#include "XFMemory.h"
VShaderCache::VSCache VShaderCache::vshaders;
void VShaderCache::Init()
{
}
void VShaderCache::Shutdown()
{
VSCache::iterator iter = vshaders.begin();
for (; iter != vshaders.end(); iter++)
iter->second.Destroy();
vshaders.clear();
}
void VShaderCache::SetShader()
{
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
if (D3D::GetShaderVersion() < 2)
return; // we are screwed
if (shader) {
//D3D::dev->SetVertexShader(shader);
return;
}
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
DVSTARTPROFILE();
u32 currentHash = 0x1337; // GetCurrentTEV();
VSCache::iterator iter;
iter = vshaders.find(currentHash);
if (iter != vshaders.end())
{
iter->second.frameCount=frameCount;
VSCacheEntry &entry = iter->second;
if (!lastShader || entry.shader != lastShader)
{
D3D::dev->SetVertexShader(entry.shader);
lastShader = entry.shader;
}
return;
}
const char *code = GenerateVertexShader();
shader = D3D::CompileVShader(code, int(strlen(code)));
if (shader)
{
//Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
entry.frameCount=frameCount;
vshaders[currentHash] = entry;
}
D3D::dev->SetVertexShader(shader);
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}
void VShaderCache::Cleanup()
{
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
{
VSCacheEntry &entry = iter->second;
if (entry.frameCount < frameCount - 30)
{
entry.Destroy();
iter = vshaders.erase(iter);
}
else
{
++iter;
}
}
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
}

View File

@ -0,0 +1,57 @@
// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _VERTEXSHADERMANAGER_H
#define _VERTEXSHADERMANAGER_H
#include "D3DBase.h"
#include <map>
#include "PixelShader.h"
#include "VertexShader.h"
class VShaderCache
{
struct VSCacheEntry
{
LPDIRECT3DVERTEXSHADER9 shader;
int frameCount;
VSCacheEntry()
{
shader = 0;
frameCount = 0;
}
void Destroy()
{
if (shader)
shader->Release();
}
};
typedef std::map<u32, VSCacheEntry> VSCache;
static VSCache vshaders;
public:
static void Init();
static void Cleanup();
static void Shutdown();
static void SetShader();
};
#endif // _VERTEXSHADERMANAGER_H

View File

@ -461,12 +461,12 @@ void BPWritten(int addr, int changes, int newval)
}
else {
// EFB to XFB
if(g_Config.bUseXFB)
if (g_Config.bUseXFB)
{
// the number of lines copied is determined by the y scale * source efb height
float yScale = bpmem.dispcopyyscale / 256.0f;
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
XFB_Write(Memory_GetPtr(bpmem.copyTexDest<<5), multirc, (bpmem.copyMipMapStrideChannels << 4), (int)xfbLines);
XFB_Write(Memory_GetPtr(bpmem.copyTexDest << 5), multirc, (bpmem.copyMipMapStrideChannels << 4), (int)xfbLines);
}
else
{

View File

@ -140,7 +140,6 @@ void UpdateFPSDisplay(const char *text)
char temp[512];
sprintf(temp, "SVN R%s: GL: %s", SVN_REV_STR, text);
OpenGL_SetWindowText(temp);
}
// =======================================================================================
@ -148,9 +147,9 @@ void UpdateFPSDisplay(const char *text)
bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight)
{
int _twidth, _theight;
if(g_Config.bFullscreen)
if (g_Config.bFullscreen)
{
if(strlen(g_Config.iFSResolution) > 1)
if (strlen(g_Config.iFSResolution) > 1)
{
sscanf(g_Config.iFSResolution, "%dx%d", &_twidth, &_theight);
}
@ -162,7 +161,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
}
else // Going Windowed
{
if(strlen(g_Config.iWindowedRes) > 1)
if (strlen(g_Config.iWindowedRes) > 1)
{
sscanf(g_Config.iWindowedRes, "%dx%d", &_twidth, &_theight);
}
@ -189,7 +188,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
float FactorH = 480.0f / (float)nBackbufferHeight;
float Max = (FactorW < FactorH) ? FactorH : FactorW;
if(g_Config.bStretchToFit)
if (g_Config.bStretchToFit)
{
MValueX = 1.0f / FactorW;
MValueY = 1.0f / FactorH;
@ -608,7 +607,7 @@ void OpenGL_Update()
int height = rcWindow.bottom - rcWindow.top;
if (EmuWindow::GetParentWnd() != 0)
::MoveWindow(EmuWindow::GetWnd(), 0,0,width,height, FALSE);
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
nBackbufferWidth = width;
nBackbufferHeight = height;

View File

@ -38,6 +38,17 @@
#define DEBUG_LOG(...)
#endif
enum {
EFB_WIDTH = 640,
EFB_HEIGHT = 528,
};
enum {
XFB_WIDTH = 640,
XFB_HEIGHT = 480, // 528 is max height ... ? or 538?
// TODO: figure out what to do with PAL
};
void DebugLog(const char* _fmt, ...);
void __Log(const char *format, ...);
void __Log(int type, const char *format, ...);

View File

@ -48,7 +48,25 @@ DECLARE_IMPORT(glColorPointer);
DECLARE_IMPORT(glTexCoordPointer);
#endif
NativeVertexFormat::NativeVertexFormat()
class GLVertexFormat : public NativeVertexFormat
{
u8 *m_compiledCode;
PortableVertexDeclaration vtx_decl;
public:
GLVertexFormat();
~GLVertexFormat();
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers() const;
};
NativeVertexFormat *NativeVertexFormat::Create()
{
return new GLVertexFormat();
}
GLVertexFormat::GLVertexFormat()
{
#ifdef USE_JIT
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
@ -58,7 +76,7 @@ NativeVertexFormat::NativeVertexFormat()
#endif
}
NativeVertexFormat::~NativeVertexFormat()
GLVertexFormat::~GLVertexFormat()
{
#ifdef USE_JIT
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
@ -72,7 +90,7 @@ inline GLuint VarToGL(VarType t)
return lookup[t];
}
void NativeVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
{
using namespace Gen;
@ -148,7 +166,7 @@ void NativeVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
this->vtx_decl = _vtx_decl;
}
void NativeVertexFormat::SetupVertexPointers() const {
void GLVertexFormat::SetupVertexPointers() const {
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
// get around type checking errors, and call it.
#ifdef USE_JIT

View File

@ -43,17 +43,17 @@
#include "VertexLoader.h"
#include "XFB.h"
#include "Timer.h"
#include "Logging/Logging.h" // for Logging()
#if defined(HAVE_WX) && HAVE_WX
#include "Debugger/Debugger.h" // for the CDebugger class
#endif
#include "Logging/Logging.h" // for Logging()
#ifdef _WIN32
#include "OS/Win32.h"
#else
#endif
//#define USE_AA
#define AA_AMMOUNT 16
struct MESSAGE
{
MESSAGE() {}
@ -63,31 +63,39 @@ struct MESSAGE
};
CGcontext g_cgcontext;
CGprofile g_cgvProf, g_cgfProf;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
#if defined(HAVE_WX) && HAVE_WX
extern CDebugger* m_frame; // the debugging class
#endif
static int g_MaxTexWidth = 0, g_MaxTexHeight = 0;
static RasterFont* s_pfont = NULL;
static std::list<MESSAGE> s_listMsgs;
static bool s_bFullscreen = false;
static bool s_bOutputCgErrors = true;
static int nZBufferRender = 0; // if > 0, then using zbuffer render
static u32 s_uFramebuffer = 0;
static u32 s_RenderTargets[1] = {0}, s_DepthTarget = 0, s_ZBufferTarget = 0;
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0;
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
static GLuint s_RenderTarget = 0;
static GLuint s_DepthTarget = 0;
static GLuint s_ZBufferTarget = 0;
static bool s_bATIDrawBuffers = false;
static bool s_bHaveStencilBuffer = false;
static bool s_bATIDrawBuffers = false, s_bHaveStencilBuffer = false;
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
static int s_nCurTarget = 0;
bool g_bBlendLogicOp = false;
int frameCount;
void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
bool Renderer::Create2()
bool Renderer::Init()
{
bool bSuccess = true;
GLenum err = GL_NO_ERROR;
@ -96,16 +104,16 @@ bool Renderer::Create2()
cgSetErrorHandler(HandleCgError, NULL);
// fill the opengl extension map
const char* ptoken = (const char*)glGetString( GL_EXTENSIONS );
const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
if (ptoken == NULL) return false;
__Log("Supported OpenGL Extensions:\n");
__Log(ptoken); // write to the log file
__Log("\n");
if( strstr(ptoken, "GL_EXT_blend_logic_op") != NULL )
if (strstr(ptoken, "GL_EXT_blend_logic_op") != NULL)
g_bBlendLogicOp = true;
if( strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
if (strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
//Checks if it ONLY has the ATI_draw_buffers extension, some have both
s_bATIDrawBuffers = true;
@ -154,8 +162,11 @@ bool Renderer::Create2()
#endif
// check the max texture width and height
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&g_MaxTexWidth);
g_MaxTexHeight = g_MaxTexWidth;
GLint max_texture_size;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
if (max_texture_size < 1024) {
ERROR_LOG("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
}
GL_REPORT_ERROR();
if (err != GL_NO_ERROR) bSuccess = false;
@ -163,44 +174,40 @@ bool Renderer::Create2()
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
glDrawBuffers = glDrawBuffersARB;
glGenFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer);
glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
if (s_uFramebuffer == 0) {
ERROR_LOG("failed to create the renderbuffer\n");
}
_assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
// So the below is wrong.
int nBackbufferWidth = (int)OpenGL_GetWidth();
int nBackbufferHeight = (int)OpenGL_GetHeight();
// create the framebuffer targets
glGenTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
for(u32 i = 0; i < ARRAYSIZE(s_RenderTargets); ++i) {
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[i]);
// initialize to default
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef USE_AA
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_RenderTargets[i]);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
#endif
// Create the framebuffer target
glGenTextures(1, (GLuint *)&s_RenderTarget);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
// initialize to default
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
s_nCurTarget = 0;
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
GL_REPORT_ERROR();
int nMaxMRT = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
if (nMaxMRT > 1) {
// create zbuffer target
glGenTextures(1, (GLuint *)&s_ZBufferTarget);
@ -209,27 +216,19 @@ bool Renderer::Create2()
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if( glGetError() != GL_NO_ERROR) {
if (glGetError() != GL_NO_ERROR) {
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
GL_REPORT_ERROR();
}
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
#ifdef USE_AA
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ZBufferTarget);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
#endif
}
// create the depth buffer
glGenRenderbuffersEXT( 1, (GLuint *)&s_DepthTarget);
glGenRenderbuffersEXT(1, (GLuint *)&s_DepthTarget);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
#ifdef USE_AA
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
#else
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
#endif
if (glGetError() != GL_NO_ERROR) {
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
@ -241,24 +240,18 @@ bool Renderer::Create2()
GL_REPORT_ERROR();
// set as render targets
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget], 0 );
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
#ifdef USE_AA
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
#endif
GL_REPORT_ERROR();
GL_REPORT_ERROR();
if (s_ZBufferTarget != 0) {
// test to make sure it works
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
if( bFailed ) {
if (bFailed) {
glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
s_ZBufferTarget = 0;
}
@ -267,7 +260,7 @@ bool Renderer::Create2()
if (s_ZBufferTarget == 0)
ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
nZBufferRender = 0;
@ -278,9 +271,6 @@ bool Renderer::Create2()
s_pfont = new RasterFont();
SetAA(g_Config.iMultisampleMode);
GL_REPORT_ERROR();
// load the effect, find the best profiles (if any)
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
ERROR_LOG("arbvp1 not supported\n");
@ -292,7 +282,7 @@ bool Renderer::Create2()
}
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);//CG_PROFILE_ARBFP1;
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLSetOptimalOptions(g_cgvProf);
cgGLSetOptimalOptions(g_cgfProf);
@ -305,22 +295,21 @@ bool Renderer::Create2()
__Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
__Log("max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
if( nenvvertparams < 238 )
if (nenvvertparams < 238)
ERROR_LOG("not enough vertex shader environment constants!!\n");
#ifndef _DEBUG
cgGLSetDebugMode(GL_FALSE);
#endif
if( cgGetError() != CG_NO_ERROR ) {
if (cgGetError() != CG_NO_ERROR) {
ERROR_LOG("cg error\n");
return false;
}
//glEnable(GL_POLYGON_OFFSET_FILL);
//glEnable(GL_POLYGON_OFFSET_LINE);
//glPolygonOffset(0, 1);
if (!Initialize())
s_RenderMode = Renderer::RM_Normal;
if (!InitializeGL())
return false;
XFB_Init();
@ -334,26 +323,25 @@ void Renderer::Shutdown(void)
XFB_Shutdown();
if (g_cgcontext != 0) {
if (g_cgcontext) {
cgDestroyContext(g_cgcontext);
g_cgcontext = 0;
}
if (s_RenderTargets[0]) {
glDeleteTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
memset(s_RenderTargets, 0, sizeof(s_RenderTargets));
if (s_RenderTarget) {
glDeleteTextures(1, &s_RenderTarget);
s_RenderTarget = 0;
}
if (s_DepthTarget) {
glDeleteRenderbuffersEXT(1, (GLuint *)&s_DepthTarget); s_DepthTarget = 0;
glDeleteRenderbuffersEXT(1, &s_DepthTarget);
s_DepthTarget = 0;
}
if (s_uFramebuffer != 0) {
glDeleteFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer);
if (s_uFramebuffer) {
glDeleteFramebuffersEXT(1, &s_uFramebuffer);
s_uFramebuffer = 0;
}
}
bool Renderer::Initialize()
bool Renderer::InitializeGL()
{
glStencilFunc(GL_ALWAYS, 0, 0);
glBlendFunc(GL_ONE, GL_ONE);
@ -394,8 +382,6 @@ bool Renderer::Initialize()
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
s_RenderMode = Renderer::RM_Normal;
GLenum err = GL_NO_ERROR;
GL_REPORT_ERROR();
@ -439,7 +425,7 @@ void Renderer::ProcessMessages()
}
}
if(!wasEnabled) glDisable(GL_BLEND);
if (!wasEnabled) glDisable(GL_BLEND);
}
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
@ -455,11 +441,6 @@ void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
s_pfont->printMultilineText(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight,0,nBackbufferWidth,nBackbufferHeight);
}
void Renderer::SetAA(int aa)
{
}
void Renderer::ReinitView(int nNewWidth, int nNewHeight)
{
int oldscreen = s_bFullscreen;
@ -467,7 +448,7 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
OpenGL_Shutdown();
int oldwidth = (int)OpenGL_GetWidth(),
oldheight = (int)OpenGL_GetHeight();
if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7) ) {
if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7)) {
ERROR_LOG("Failed to recreate, reverting to old settings\n");
if (!OpenGL_Create(g_VideoInitialize, oldwidth, oldheight)) {
g_VideoInitialize.pSysMessage("Failed to revert, exiting...\n");
@ -487,7 +468,7 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
RECT rcdesktop;
GetWindowRect(GetDesktopWindow(), &rcdesktop);
SetWindowLong( EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle );
SetWindowLong(EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle);
SetWindowPos(EmuWindow::GetWnd(), HWND_TOP, ((rcdesktop.right-rcdesktop.left)-(rc.right-rc.left))/2,
((rcdesktop.bottom-rcdesktop.top)-(rc.bottom-rc.top))/2,
rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
@ -499,39 +480,48 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
OpenGL_SetSize(nNewWidth > 16 ? nNewWidth : 16,
nNewHeight > 16 ? nNewHeight : 16);
}
int Renderer::GetTargetWidth()
{
return (g_Config.bStretchToFit?640:(int)OpenGL_GetWidth());
return (g_Config.bStretchToFit ? 640 : (int)OpenGL_GetWidth());
}
int Renderer::GetTargetHeight()
{
return (g_Config.bStretchToFit?480:(int)OpenGL_GetHeight());
return (g_Config.bStretchToFit ? 480 : (int)OpenGL_GetHeight());
}
bool Renderer::CanBlendLogicOp()
{
return g_bBlendLogicOp;
return g_bBlendLogicOp;
}
void Renderer::SetRenderTarget(u32 targ)
void Renderer::SetRenderTarget(GLuint targ)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
targ != 0 ? targ : s_RenderTarget, 0);
}
void Renderer::SetDepthTarget(u32 targ)
void Renderer::SetDepthTarget(GLuint targ)
{
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, targ != 0 ? targ : s_DepthTarget );
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
targ != 0 ? targ : s_DepthTarget);
}
void Renderer::SetFramebuffer(u32 fb)
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,
fb != 0 ? fb : s_uFramebuffer);
}
u32 Renderer::GetRenderTarget()
GLuint Renderer::GetRenderTarget()
{
return s_RenderTargets[s_nCurTarget];
return s_RenderTarget;
}
GLuint Renderer::GetZBufferTarget()
{
return nZBufferRender > 0 ? s_ZBufferTarget : 0;
}
void Renderer::ResetGLState()
@ -554,7 +544,7 @@ void Renderer::RestoreGLState()
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
if(bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
glEnable(GL_VERTEX_PROGRAM_ARB);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
@ -571,8 +561,6 @@ void Renderer::SetColorMask()
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
}
// =======================================================================================
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ---------------
@ -581,7 +569,6 @@ void Renderer::SetColorMask()
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// ---------------
bool Renderer::SetScissorRect()
{
int xoff = bpmem.scissorOffset.x * 2 - 342;
@ -610,11 +597,11 @@ bool Renderer::SetScissorRect()
xoff, yoff
);*/
if (rc_right >= rc_left && rc_bottom >= rc_top )
if (rc_right >= rc_left && rc_bottom >= rc_top)
{
glScissor(
(int)rc_left, // x = 0
Renderer::GetTargetHeight()-(int)(rc_bottom), // y = 0
Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0
(int)(rc_right-rc_left), // y = 0
(int)(rc_bottom-rc_top) // y = 0
);
@ -624,7 +611,6 @@ bool Renderer::SetScissorRect()
return false;
}
bool Renderer::IsUsingATIDrawBuffers()
{
return s_bATIDrawBuffers;
@ -662,7 +648,7 @@ void Renderer::FlushZBufferAlphaToTarget()
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for(int i = 1; i < 8; ++i)
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
@ -670,14 +656,17 @@ void Renderer::FlushZBufferAlphaToTarget()
glStencilFunc(GL_EQUAL, 1, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
if(g_Config.bStretchToFit)
// TODO: This code should not have to bother with stretchtofit checking -
// all necessary scale initialization should be done elsewhere.
// TODO: Investigate BlitFramebufferEXT.
if (g_Config.bStretchToFit)
{
//TODO: Do Correctly in a bit
float FactorW = (float)640 / (float)OpenGL_GetWidth();
float FactorH = (float)480 / (float)OpenGL_GetHeight();
float FactorW = 640.f / (float)OpenGL_GetWidth();
float FactorH = 480.f / (float)OpenGL_GetHeight();
float Max = (FactorW < FactorH) ? FactorH : FactorW;
float Temp = 1 / Max;
float Temp = 1.0f / Max;
FactorW *= Temp;
FactorH *= Temp;
@ -686,8 +675,7 @@ void Renderer::FlushZBufferAlphaToTarget()
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
__Log("%d, %d", FactorW, FactorH);
glEnd();
}
else
{
@ -696,8 +684,8 @@ void Renderer::FlushZBufferAlphaToTarget()
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
glEnd();
}
glEnd();
GL_REPORT_ERRORD();
@ -715,7 +703,7 @@ void Renderer::SetRenderMode(RenderMode mode)
if (mode == RM_Normal) {
// flush buffers
if( s_RenderMode == RM_ZBufferAlpha ) {
if (s_RenderMode == RM_ZBufferAlpha) {
FlushZBufferAlphaToTarget();
glDisable(GL_STENCIL_TEST);
}
@ -728,7 +716,7 @@ void Renderer::SetRenderMode(RenderMode mode)
// setup buffers
_assert_(GetZBufferTarget() && bpmem.zmode.updateenable);
if( mode == RM_ZBufferAlpha ) {
if (mode == RM_ZBufferAlpha) {
glEnable(GL_STENCIL_TEST);
glClearStencil(0);
glClear(GL_STENCIL_BUFFER_BIT);
@ -744,7 +732,7 @@ void Renderer::SetRenderMode(RenderMode mode)
_assert_(GetZBufferTarget());
_assert_(s_bHaveStencilBuffer);
if( mode == RM_ZBufferOnly ) {
if (mode == RM_ZBufferOnly) {
// flush and remove stencil
_assert_(s_RenderMode==RM_ZBufferAlpha);
FlushZBufferAlphaToTarget();
@ -755,7 +743,7 @@ void Renderer::SetRenderMode(RenderMode mode)
GL_REPORT_ERRORD();
}
else {
_assert_(mode == RM_ZBufferAlpha&&s_RenderMode==RM_ZBufferOnly);
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
// setup stencil
glEnable(GL_STENCIL_TEST);
@ -774,11 +762,6 @@ Renderer::RenderMode Renderer::GetRenderMode()
return s_RenderMode;
}
u32 Renderer::GetZBufferTarget()
{
return nZBufferRender > 0 ? s_ZBufferTarget : 0;
}
void Renderer::Swap(const TRectangle& rc)
{
OpenGL_Update(); // just updates the render window position and the backbuffer size
@ -787,30 +770,35 @@ void Renderer::Swap(const TRectangle& rc)
Renderer::SetRenderMode(Renderer::RM_Normal);
// render to the real buffer now
#ifdef USE_AA
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_RenderTargets[0]);
#else
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
#endif
glViewport(OpenGL_GetXoff(),OpenGL_GetYoff() , (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
#if 0
// Not working?
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
glBlitFramebufferEXT(0, 0, 640, 480, 0, 0, OpenGL_GetWidth(), OpenGL_GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
#else
// render to the real buffer now
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(), (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
ResetGLState();
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget]);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
TextureMngr::EnableTexRECT(0);
// disable all other stages
for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
glTexCoord2f(0, 0); glVertex2f(-1,-1);
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
glEnd();
if (g_Config.bWireFrame)
@ -822,14 +810,8 @@ void Renderer::Swap(const TRectangle& rc)
SwapBuffers();
RestoreGLState();
#ifdef USE_AA
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
glBlitFramebufferEXT(0, 0, nBackbufferWidth, nBackbufferHeight, 0, 0, nBackbufferWidth, nBackbufferHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
#endif
GL_REPORT_ERRORD();
#endif
GL_REPORT_ERRORD();
g_Config.iSaveTargetId = 0;
@ -844,7 +826,7 @@ void Renderer::SwapBuffers()
static int s_fps;
static unsigned long lasttime;
++fpscount;
if( timeGetTime() - lasttime > 1000 )
if (timeGetTime() - lasttime > 1000)
{
lasttime = timeGetTime();
s_fps = fpscount;
@ -853,41 +835,38 @@ void Renderer::SwapBuffers()
// Write logging data to debugger
#if defined(HAVE_WX) && HAVE_WX
if(m_frame)
{
if (m_frame)
Logging(0);
}
#endif
if (g_Config.bOverlayStats) {
char st[2048];
char *p = st;
if(g_Config.bShowFPS)
if (g_Config.bShowFPS)
p+=sprintf(p, "FPS: %d\n", s_fps); // So it shows up before the stats and doesn't make anyting ugly
p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"Num dlists called (frame): %i\n",stats.thisFrame.numDListsCalled);
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
p+=sprintf(p,"dlists called(f): %i\n",stats.thisFrame.numDListsCalled);
// not used.
//p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated);
//p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive);
//p+=sprintf(p,"Num strip joins: %i\n",stats.numJoins);
p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"Num primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"Num buffer splits: %i\n",stats.thisFrame.numBufferSplits);
p+=sprintf(p,"Num draw calls: %i\n",stats.thisFrame.numDrawCalls);
p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"Num vertex loaders: %i\n",stats.numVertexLoaders);
//p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
//p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
//p+=sprintf(p,"strip joins: %i\n",stats.numJoins);
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
p+=sprintf(p,"buffer splits: %i\n",stats.thisFrame.numBufferSplits);
p+=sprintf(p,"draw calls: %i\n",stats.thisFrame.numDrawCalls);
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
p+=sprintf(p,"vertex loaders: %i\n",stats.numVertexLoaders);
std::string text = st;
VertexLoaderManager::AppendListToString(&text);
@ -896,7 +875,7 @@ void Renderer::SwapBuffers()
}
else
{
if(g_Config.bShowFPS)
if (g_Config.bShowFPS)
{
char strfps[25];
sprintf(strfps, "%d\n", s_fps);
@ -928,14 +907,15 @@ void Renderer::SwapBuffers()
GL_REPORT_ERRORD();
//clean out old stuff from caches
frameCount++;
PixelShaderMngr::Cleanup();
TextureMngr::Cleanup();
frameCount++;
// New frame
stats.ResetFrame();
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
// Render to the framebuffer.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
if (nZBufferRender > 0) {
if (--nZBufferRender == 0) {
@ -962,7 +942,7 @@ bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
if (bflip) {
// swap scanlines
std::vector<u32> scanline(nBackbufferWidth);
for(int i = 0; i < nBackbufferHeight/2; ++i) {
for (int i = 0; i < nBackbufferHeight/2; ++i) {
memcpy(&scanline[0], &data[i*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[i*nBackbufferWidth], &data[(nBackbufferHeight-i-1)*nBackbufferWidth], nBackbufferWidth*4);
memcpy(&data[(nBackbufferHeight-i-1)*nBackbufferWidth], &scanline[0], nBackbufferWidth*4);

View File

@ -15,6 +15,55 @@
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// How the non-true-XFB mode COULD work:
//
// The game renders to the EFB:
//
// ----------------------+
// | |
// | |
// | |
// | |
// | |
// | | efb_height
// | |
// | |
// | - - - - - - - - - - |
// | |
// +---------------------+
// efb_width
//
// At XFB blit time, the top 640-xxx X XXX part of the above buffer (size dotted below),
// should be stretch blitted into the inner rectangle of the window:
// +-----------------------------------------+
// | | | |
// | | . | |
// | | | |
// | | . | |
// | | | |
// | | . | | OpenGL_Height()
// | | | |
// | | . | |
// | | - - - - - - - - - - | |
// | | \ | |
// +-------+---------------------------------+
// OpenGL_Width()
//
//
// efb_width and efb_height can even be adjusted so that the last blit will result
// in a 1:1 rather than a stretch. That would require creating a bigger efb from the
// start though.
//
// The above is not how it works today.
/*
int win_w = OpenGL_Width();
int win_h = OpenGL_Height();
int blit_w_640 = last_xfb_specified_width;
int blit_h_640 = last_xfb_specified_height;
*/
#ifndef GCOGL_RENDER
#define GCOGL_RENDER
@ -35,22 +84,21 @@ class Renderer
public:
enum RenderMode
{
RM_Normal=0, // normal target as color0, ztarget as color1
RM_ZBufferOnly, // zbuffer as color 0
RM_ZBufferAlpha // zbuffer as color0, also will dump alpha info to regular target once mode is switched
// use stencil buffer to indicate what pixels were written
RM_Normal=0, // normal target as color0, ztarget as color1
RM_ZBufferOnly, // zbuffer as color0
RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
// use stencil buffer to indicate what pixels were written
};
static bool Create2();
static bool Init();
static void Shutdown();
// initialize opengl standard values (like viewport)
static bool Initialize();
static bool InitializeGL();
static void AddMessage(const char* str, u32 ms);
static void ProcessMessages(); // draw the current messages on the screen
static void RenderText(const char* pstr, int left, int top, u32 color);
static void SetAA(int aa); // sets the anti-aliasing level
static void ReinitView(int nNewWidth, int nNewHeight);
@ -65,7 +113,7 @@ public:
static bool HaveStencilBuffer();
static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
static u32 GetZBufferTarget();
static GLuint GetZBufferTarget();
static void SetColorMask();
static bool SetScissorRect();
@ -73,10 +121,12 @@ public:
static void SetRenderMode(RenderMode mode);
static RenderMode GetRenderMode();
static void SetRenderTarget(u32 targ); // if targ is 0, sets to original render target
static void SetDepthTarget(u32 targ);
static void SetFramebuffer(u32 fb);
static u32 GetRenderTarget();
static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
static void SetDepthTarget(GLuint targ);
static void SetFramebuffer(GLuint fb);
static GLuint GetRenderTarget();
// Finish up the current frame, print some stats
static void Swap(const TRectangle& rc);

View File

@ -120,7 +120,7 @@ VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
m_numLoadedVertices = 0;
m_VertexSize = 0;
m_numPipelineStages = 0;
m_NativeFmt = new NativeVertexFormat();
m_NativeFmt = NativeVertexFormat::Create();
loop_counter = 0;
VertexLoader_Normal::Init();

View File

@ -344,10 +344,11 @@ void VertexShaderMngr::SetConstants()
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz-nearz)
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
2 * rawViewport[0], 2 * rawViewport[1],
@ -363,9 +364,10 @@ void VertexShaderMngr::SetConstants()
int overfl;
int xoffs = 0, yoffs = 0;
int wid, hei, actualWid, actualHei;
int winw = OpenGL_GetWidth();
int winh = OpenGL_GetHeight();
float ratio = (float)winw / (float)winh / fourThree;
float ratio = (float)winw / (float)winh / fourThree;
if (g_Config.bKeepAR)
{
// Check if height or width is the limiting factor
@ -421,6 +423,7 @@ void VertexShaderMngr::SetConstants()
Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) * MValueY,
abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
}
glDepthRange((xfregs.rawViewport[5]- xfregs.rawViewport[2])/16777215.0f, xfregs.rawViewport[5]/16777215.0f);
}
@ -448,11 +451,11 @@ void VertexShaderMngr::SetConstants()
g_fProjectionMatrix[11] = -(0.0f - xfregs.rawProjection[5]);
// Before R945 Hack
if(g_Config.bProjectionHax1 && !g_Config.bProjectionHax2)
if (g_Config.bProjectionHax1 && !g_Config.bProjectionHax2)
g_fProjectionMatrix[11] = -(1.0f - xfregs.rawProjection[5]);
// R844 Hack
if(!g_Config.bProjectionHax1 && g_Config.bProjectionHax2)
if (!g_Config.bProjectionHax1 && g_Config.bProjectionHax2)
g_fProjectionMatrix[11] = xfregs.rawProjection[5];
//--------------------------------
@ -802,9 +805,9 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
}
break;
case 0x1012: // dual tex transform
if (xfregs.bEnableDualTexTransform != (data&1)) {
if (xfregs.bEnableDualTexTransform != (data & 1)) {
VertexManager::Flush();
xfregs.bEnableDualTexTransform = data&1;
xfregs.bEnableDualTexTransform = data & 1;
}
break;

View File

@ -30,8 +30,6 @@
#define XFB_USE_SHADERS 1
enum {
XFB_WIDTH = 640,
XFB_HEIGHT = 480, // 528 is max height.
XFB_BUF_HEIGHT = 538, //480,
// TODO: figure out what to do with PAL
};
@ -121,7 +119,7 @@ void XFB_Init()
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
// used to render EFB
glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
@ -145,10 +143,9 @@ void XFB_Shutdown()
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
// switch to XFB frame buffer
// Switch to XFB frame buffer.
Renderer::SetFramebuffer(s_xfbFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
@ -172,7 +169,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
GL_REPORT_ERRORD();
int width = sourceRc.right - sourceRc.left;
int height = sourceRc.bottom - sourceRc.top;
int height = sourceRc.bottom - sourceRc.top;
glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
GL_REPORT_ERRORD();
@ -215,10 +212,10 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);

View File

@ -262,8 +262,8 @@ void Video_DoState(unsigned char **ptr, int mode) {
void Video_Prepare(void)
{
OpenGL_MakeCurrent();
if (!Renderer::Create2()) {
g_VideoInitialize.pLog("Renderer::Create2 failed\n", TRUE);
if (!Renderer::Init()) {
g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
exit(1);
}