mirror of
https://github.com/dolphin-emu/dolphin.git
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283 lines
8.1 KiB
C++
283 lines
8.1 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common/Common.h"
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#include "Core/Core.h"
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/Software/RasterFont.h"
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#include "VideoBackends/Software/SWCommandProcessor.h"
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#include "VideoBackends/Software/SWRenderer.h"
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#include "VideoBackends/Software/SWStatistics.h"
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#include "VideoCommon/ImageWrite.h"
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#include "VideoCommon/OnScreenDisplay.h"
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static GLuint s_RenderTarget = 0;
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static GLint attr_pos = -1, attr_tex = -1;
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static GLint uni_tex = -1;
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static GLuint program;
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static u8 *s_xfbColorTexture[2];
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static int s_currentColorTexture = 0;
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static volatile bool s_bScreenshot;
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static std::mutex s_criticalScreenshot;
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static std::string s_sScreenshotName;
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// Rasterfont isn't compatible with GLES
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// degasus: I think it does, but I can't test it
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RasterFont* s_pfont = NULL;
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void SWRenderer::Init()
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{
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s_bScreenshot = false;
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}
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void SWRenderer::Shutdown()
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{
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delete [] s_xfbColorTexture[0];
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delete [] s_xfbColorTexture[1];
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glDeleteProgram(program);
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glDeleteTextures(1, &s_RenderTarget);
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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{
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delete s_pfont;
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s_pfont = 0;
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}
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}
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void CreateShaders()
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{
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static const char *fragShaderText =
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"#if GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"varying vec2 TexCoordOut;\n"
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"uniform sampler2D Texture;\n"
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"void main() {\n"
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" gl_FragColor = texture2D(Texture, TexCoordOut);\n"
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"}\n";
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static const char *vertShaderText =
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"#if GL_ES\n"
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"precision highp float;\n"
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"#endif\n"
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"attribute vec4 pos;\n"
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"attribute vec2 TexCoordIn;\n "
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"varying vec2 TexCoordOut;\n "
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"void main() {\n"
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" gl_Position = pos;\n"
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" TexCoordOut = TexCoordIn;\n"
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"}\n";
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program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
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glUseProgram(program);
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uni_tex = glGetUniformLocation(program, "Texture");
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attr_pos = glGetAttribLocation(program, "pos");
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attr_tex = glGetAttribLocation(program, "TexCoordIn");
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}
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void SWRenderer::Prepare()
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{
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s_xfbColorTexture[0] = new u8[640*568*4];
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s_xfbColorTexture[1] = new u8[640*568*4];
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s_currentColorTexture = 0;
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
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glGenTextures(1, &s_RenderTarget);
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CreateShaders();
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// TODO: Enable for GLES once RasterFont supports GLES
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if (GLInterface->GetMode() == GLInterfaceMode::MODE_OPENGL)
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{
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s_pfont = new RasterFont();
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glEnable(GL_TEXTURE_2D);
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}
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GL_REPORT_ERRORD();
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}
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void SWRenderer::SetScreenshot(const char *_szFilename)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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s_sScreenshotName = _szFilename;
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s_bScreenshot = true;
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}
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void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
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{
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if (GLInterface->GetMode() != GLInterfaceMode::MODE_OPENGL)
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return;
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int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
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int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
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glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
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((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
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s_pfont->printMultilineText(pstr,
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left * 2.0f / (float)nBackbufferWidth - 1,
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1 - top * 2.0f / (float)nBackbufferHeight,
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0, nBackbufferWidth, nBackbufferHeight);
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}
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void SWRenderer::DrawDebugText()
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{
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char debugtext_buffer[8192];
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char *p = debugtext_buffer;
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p[0] = 0;
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if (g_SWVideoConfig.bShowStats)
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{
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p+=sprintf(p,"Objects: %i\n",swstats.thisFrame.numDrawnObjects);
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p+=sprintf(p,"Primitives: %i\n",swstats.thisFrame.numPrimatives);
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p+=sprintf(p,"Vertices Loaded: %i\n",swstats.thisFrame.numVerticesLoaded);
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p+=sprintf(p,"Triangles Input: %i\n",swstats.thisFrame.numTrianglesIn);
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p+=sprintf(p,"Triangles Rejected: %i\n",swstats.thisFrame.numTrianglesRejected);
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p+=sprintf(p,"Triangles Culled: %i\n",swstats.thisFrame.numTrianglesCulled);
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p+=sprintf(p,"Triangles Clipped: %i\n",swstats.thisFrame.numTrianglesClipped);
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p+=sprintf(p,"Triangles Drawn: %i\n",swstats.thisFrame.numTrianglesDrawn);
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p+=sprintf(p,"Rasterized Pix: %i\n",swstats.thisFrame.rasterizedPixels);
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p+=sprintf(p,"TEV Pix In: %i\n",swstats.thisFrame.tevPixelsIn);
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p+=sprintf(p,"TEV Pix Out: %i\n",swstats.thisFrame.tevPixelsOut);
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}
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// Render a shadow, and then the text.
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SWRenderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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SWRenderer::RenderText(debugtext_buffer, 20, 20, 0xFFFFFF00);
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}
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u8* SWRenderer::getColorTexture() {
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return s_xfbColorTexture[!s_currentColorTexture];
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}
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void SWRenderer::swapColorTexture() {
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s_currentColorTexture = !s_currentColorTexture;
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}
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void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
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{
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if(fbWidth*fbHeight > 640*568) {
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ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
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return;
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}
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u32 offset = 0;
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u8 *TexturePointer = getColorTexture();
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for (u16 y = 0; y < fbHeight; y++)
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{
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for (u16 x = 0; x < fbWidth; x+=2)
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{
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// We do this one color sample (aka 2 RGB pixles) at a time
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int Y1 = xfb[x].Y - 16;
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int Y2 = xfb[x+1].Y - 16;
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int U = int(xfb[x].UV) - 128;
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int V = int(xfb[x+1].UV) - 128;
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// We do the inverse BT.601 conversion for YCbCr to RGB
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// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 1.596f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 - 0.392f * U - 0.813f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y1 + 2.017f * U ));
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TexturePointer[offset++] = 255;
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 1.596f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 - 0.392f * U - 0.813f * V));
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TexturePointer[offset++] = min(255.0f, max(0.0f, 1.164f * Y2 + 2.017f * U ));
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TexturePointer[offset++] = 255;
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}
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xfb += fbWidth;
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}
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swapColorTexture();
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}
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// Called on the GPU thread
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void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
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{
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GLInterface->Update(); // just updates the render window position and the backbuffer size
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if (!g_SWVideoConfig.bHwRasterizer)
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SWRenderer::DrawTexture(s_xfbColorTexture[s_currentColorTexture], fbWidth, fbHeight);
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swstats.frameCount++;
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SWRenderer::SwapBuffer();
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Core::Callback_VideoCopiedToXFB(true); // FIXME: should this function be called FrameRendered?
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}
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void SWRenderer::DrawTexture(u8 *texture, int width, int height)
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{
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// FIXME: This should add black bars when the game has set the VI to render less than the full xfb.
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// Save screenshot
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if (s_bScreenshot)
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{
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std::lock_guard<std::mutex> lk(s_criticalScreenshot);
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TextureToPng(texture, width*4, s_sScreenshotName, width, height, false);
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// Reset settings
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s_sScreenshotName.clear();
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s_bScreenshot = false;
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}
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GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
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GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
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// Update GLViewPort
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glViewport(0, 0, glWidth, glHeight);
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glScissor(0, 0, glWidth, glHeight);
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glBindTexture(GL_TEXTURE_2D, s_RenderTarget);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glUseProgram(program);
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static const GLfloat verts[4][2] = {
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{ -1, -1}, // Left top
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{ -1, 1}, // left bottom
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{ 1, 1}, // right bottom
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{ 1, -1} // right top
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};
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static const GLfloat texverts[4][2] = {
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{0, 1},
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{0, 0},
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{1, 0},
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{1, 1}
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};
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glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
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glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
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glEnableVertexAttribArray(attr_pos);
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glEnableVertexAttribArray(attr_tex);
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glUniform1i(uni_tex, 0);
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glActiveTexture(GL_TEXTURE0);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glDisableVertexAttribArray(attr_pos);
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glDisableVertexAttribArray(attr_tex);
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glBindTexture(GL_TEXTURE_2D, 0);
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GL_REPORT_ERRORD();
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}
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void SWRenderer::SwapBuffer()
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{
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_ONFRAME);
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DrawDebugText();
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glFlush();
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GLInterface->Swap();
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swstats.ResetFrame();
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GL_REPORT_ERRORD();
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}
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