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

@ -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);