mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
6736898486
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2850 8ced0084-cf51-0410-be5f-012b33b47a6e
1533 lines
52 KiB
C++
1533 lines
52 KiB
C++
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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#include <vector>
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#include <cmath>
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#include <cstdio>
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#include "GLUtil.h"
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#ifdef _WIN32
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#include <mmsystem.h>
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#endif
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#include "CommonPaths.h"
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#include "Config.h"
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#include "Profiler.h"
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#include "Statistics.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "TextureMngr.h"
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#include "rasterfont.h"
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#include "VertexShaderGen.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexLoader.h"
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#include "XFB.h"
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#include "OnScreenDisplay.h"
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#include "Timer.h"
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#include "main.h" // Local
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#ifdef _WIN32
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#include "OS/Win32.h"
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#include "AVIDump.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include <wx/image.h>
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#endif
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#ifdef _WIN32
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#include "Win32Window.h" // warning: crapcode
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#else
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#endif
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CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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RasterFont* s_pfont = NULL;
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static bool s_bFullscreen = false;
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static bool s_bLastFrameDumped = false;
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#ifdef _WIN32
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static bool s_bAVIDumping = false;
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#else
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static FILE* f_pFrameDump;
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#endif
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static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
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// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
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static int s_MSAASamples = 1;
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static int s_MSAACoverageSamples = 0;
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// Normal Mode
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// s_RenderTarget is a texture_rect
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// s_DepthTarget is a Z renderbuffer
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// s_FakeZTarget is a texture_rect
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// MSAA mode
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// s_uFramebuffer is a FBO
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// s_RenderTarget is a MSAA renderbuffer
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// s_FakeZBufferTarget is a MSAA renderbuffer
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// s_DepthTarget is a real MSAA z/stencilbuffer
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//
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// s_ResolvedFramebuffer is a FBO
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// s_ResolvedColorTarget is a texture
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// s_ResolvedFakeZTarget is a texture
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// s_ResolvedDepthTarget is a Z renderbuffer
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// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
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static GLuint s_uFramebuffer = 0;
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static GLuint s_uResolvedFramebuffer = 0;
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// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
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// These are all texture IDs. Bind them as rect arb textures.
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static GLuint s_RenderTarget = 0;
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static GLuint s_FakeZTarget = 0;
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static GLuint s_DepthTarget = 0;
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static GLuint s_ResolvedRenderTarget = 0;
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static GLuint s_ResolvedFakeZTarget = 0;
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static GLuint s_ResolvedDepthTarget = 0;
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static bool s_bATIDrawBuffers = false;
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static bool s_bHaveStencilBuffer = false;
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static bool s_bHaveFramebufferBlit = false;
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static bool s_bHaveCoverageMSAA = false;
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static u32 s_blendMode;
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static bool s_bNativeResolution = false;
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static volatile bool s_bScreenshot = false;
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static Common::CriticalSection s_criticalScreenshot;
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static std::string s_sScreenshotName;
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static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
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int frameCount;
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static int s_fps = 0;
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// These STAY CONSTANT during execution, no matter how much you resize the game window.
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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static int s_targetwidth; // Size of render buffer FBO.
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static int s_targetheight;
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extern void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
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namespace {
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static const GLenum glSrcFactors[8] =
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{
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GL_ZERO,
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GL_ONE,
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GL_DST_COLOR,
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GL_ONE_MINUS_DST_COLOR,
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GL_SRC_ALPHA,
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GL_ONE_MINUS_SRC_ALPHA,
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GL_DST_ALPHA,
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GL_ONE_MINUS_DST_ALPHA
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};
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static const GLenum glDestFactors[8] = {
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GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR,
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GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA
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};
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void SetDefaultRectTexParams()
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{
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// Set some standard texture filter modes.
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (glGetError() != GL_NO_ERROR) {
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
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GL_REPORT_ERROR();
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}
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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}
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} // namespace
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bool Renderer::Init()
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{
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bool bSuccess = true;
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s_blendMode = 0;
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s_MSAACoverageSamples = 0;
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s_bNativeResolution = g_Config.bNativeResolution;
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switch (g_Config.iMultisampleMode)
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{
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case MULTISAMPLE_OFF: s_MSAASamples = 1; break;
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case MULTISAMPLE_2X: s_MSAASamples = 2; break;
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case MULTISAMPLE_4X: s_MSAASamples = 4; break;
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case MULTISAMPLE_8X: s_MSAASamples = 8; break;
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case MULTISAMPLE_CSAA_8X: s_MSAASamples = 4; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_8XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 8; break;
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case MULTISAMPLE_CSAA_16X: s_MSAASamples = 4; s_MSAACoverageSamples = 16; break;
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case MULTISAMPLE_CSAA_16XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 16; break;
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default:
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s_MSAASamples = 1;
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}
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GLint numvertexattribs = 0;
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g_cgcontext = cgCreateContext();
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cgGetError();
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cgSetErrorHandler(HandleCgError, NULL);
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// Look for required extensions.
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const char *ptoken = (const char*)glGetString(GL_EXTENSIONS);
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if (!ptoken)
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{
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PanicAlert("Failed to get OpenGL extension string.\nDo you have the latest video drivers installed?\nIs your video card OpenGL 2.x compatible?");
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return false;
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}
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INFO_LOG(VIDEO, "Supported OpenGL Extensions:");
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INFO_LOG(VIDEO, ptoken); // write to the log file
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INFO_LOG(VIDEO, "");
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// Checks if it ONLY has the ATI_draw_buffers extension, some have both
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if (GLEW_ATI_draw_buffers && !GLEW_ARB_draw_buffers)
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s_bATIDrawBuffers = true;
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s_bFullscreen = g_Config.bFullscreen;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs);
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if (numvertexattribs < 11) {
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ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********Does your video card support OpenGL 2.x?", numvertexattribs);
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bSuccess = false;
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}
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// Init extension support.
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if (glewInit() != GLEW_OK) {
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ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
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return false;
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}
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if (!GLEW_EXT_framebuffer_object) {
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ERROR_LOG(VIDEO, "*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********Does your video card support OpenGL 2.x?");
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bSuccess = false;
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}
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if (!GLEW_EXT_secondary_color) {
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ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********Does your video card support OpenGL 2.x?");
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bSuccess = false;
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}
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s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
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if (!s_bHaveFramebufferBlit)
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{
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// MSAA ain't gonna work. turn it off if enabled.
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s_MSAASamples = 1;
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}
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s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
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if (!s_bHaveCoverageMSAA)
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{
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s_MSAACoverageSamples = 0;
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}
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if (!bSuccess)
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return false;
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// Handle VSync on/off
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#ifdef _WIN32
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if (WGLEW_EXT_swap_control)
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wglSwapIntervalEXT(g_Config.bVSync ? 1 : 0);
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else
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ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
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#elif defined(HAVE_X11) && HAVE_X11
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if (glXSwapIntervalSGI)
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glXSwapIntervalSGI(g_Config.bVSync ? 1 : 0);
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else
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ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
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#endif
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// check the max texture width and height
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GLint max_texture_size;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
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if (max_texture_size < 1024) {
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ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
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}
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if (GL_REPORT_ERROR() != GL_NO_ERROR)
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bSuccess = false;
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if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
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glDrawBuffers = glDrawBuffersARB;
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if (!GLEW_ARB_texture_non_power_of_two) {
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WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported. This extension is not yet used, though.");
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}
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// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
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// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
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// So the below is wrong.
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// This should really be grabbed from config rather than from OpenGL.
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s_targetwidth = (int)OpenGL_GetBackbufferWidth();
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s_targetheight = (int)OpenGL_GetBackbufferHeight();
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// Compensate height of render target for scaling, so that we get something close to the correct number of
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// vertical pixels.
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s_targetheight *= 528.0 / 480.0;
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// Ensure a minimum target size so that the native res target always fits.
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if (s_targetwidth < EFB_WIDTH)
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s_targetwidth = EFB_WIDTH;
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if (s_targetheight < EFB_HEIGHT)
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s_targetheight = EFB_HEIGHT;
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glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
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if (s_uFramebuffer == 0) {
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ERROR_LOG(VIDEO, "failed to create the renderbufferDoes your video card support OpenGL 2.x?");
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}
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
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if (s_MSAASamples <= 1) {
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// Create the framebuffer target texture
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glGenTextures(1, (GLuint *)&s_RenderTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
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// Create our main color render target as a texture rectangle of the desired size.
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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SetDefaultRectTexParams();
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GLint nMaxMRT = 0;
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
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if (nMaxMRT > 1)
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{
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// There's MRT support. Create a color texture image to use as secondary render target.
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// We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
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glGenTextures(1, (GLuint *)&s_FakeZTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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SetDefaultRectTexParams();
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}
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// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
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glGenRenderbuffersEXT(1, &s_DepthTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
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// Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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GL_REPORT_FBO_ERROR();
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if (s_FakeZTarget != 0) {
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// We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
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// some terribly buggy ancient driver.
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
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bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
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if (bFailed) {
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glDeleteTextures(1, (GLuint *)&s_FakeZTarget);
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s_FakeZTarget = 0;
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}
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}
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if (s_FakeZTarget == 0)
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ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)", nMaxMRT);
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}
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else
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{
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// MSAA rendertarget init.
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// First set up the boring multisampled rendertarget.
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glGenRenderbuffersEXT(1, &s_RenderTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_RenderTarget);
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if (s_MSAACoverageSamples) {
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
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} else {
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
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}
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glGenRenderbuffersEXT(1, &s_FakeZTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_FakeZTarget);
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if (s_MSAACoverageSamples) {
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
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} else {
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
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}
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glGenRenderbuffersEXT(1, &s_DepthTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
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if (s_MSAACoverageSamples) {
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glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
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} else {
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glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
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}
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// Attach them to our multisampled FBO. The multisampled FBO is still bound here.
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTarget);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, s_FakeZTarget);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
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GL_REPORT_FBO_ERROR();
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bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
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if (bFailed) PanicAlert("Incomplete rt");
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// Create our resolve FBO, and bind it.
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glGenFramebuffersEXT(1, (GLuint *)&s_uResolvedFramebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
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// Generate the resolve targets.
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glGenTextures(1, (GLuint *)&s_ResolvedRenderTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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SetDefaultRectTexParams();
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// Generate the resolve targets.
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glGenTextures(1, (GLuint *)&s_ResolvedFakeZTarget);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
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SetDefaultRectTexParams();
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// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
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glGenRenderbuffersEXT(1, &s_ResolvedDepthTarget);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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|
// Attach our resolve targets to our resolved FBO.
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget, 0);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget, 0);
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
|
|
|
|
GL_REPORT_FBO_ERROR();
|
|
|
|
bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
|
|
if (bFailed) PanicAlert("Incomplete rt2");
|
|
}
|
|
|
|
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
|
bSuccess = false;
|
|
|
|
// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
|
|
nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
|
|
|
|
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
|
bSuccess = false;
|
|
|
|
s_pfont = new RasterFont();
|
|
|
|
// load the effect, find the best profiles (if any)
|
|
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
|
|
ERROR_LOG(VIDEO, "arbvp1 not supported");
|
|
return false;
|
|
}
|
|
|
|
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
|
|
ERROR_LOG(VIDEO, "arbfp1 not supported");
|
|
return false;
|
|
}
|
|
|
|
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
|
|
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
|
cgGLSetOptimalOptions(g_cgvProf);
|
|
cgGLSetOptimalOptions(g_cgfProf);
|
|
|
|
INFO_LOG(VIDEO, "Max buffer sizes: %d %d", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf));
|
|
int nenvvertparams, nenvfragparams, naddrregisters[2];
|
|
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams);
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams);
|
|
glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]);
|
|
glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]);
|
|
DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d", nenvvertparams, nenvfragparams);
|
|
DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d", naddrregisters[0], naddrregisters[1]);
|
|
|
|
if (nenvvertparams < 238)
|
|
ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!");
|
|
|
|
#ifndef _DEBUG
|
|
cgGLSetDebugMode(GL_FALSE);
|
|
#endif
|
|
|
|
s_RenderMode = Renderer::RM_Normal;
|
|
if (!InitializeGL())
|
|
return false;
|
|
|
|
XFB_Init();
|
|
return glGetError() == GL_NO_ERROR && bSuccess;
|
|
}
|
|
|
|
void Renderer::Shutdown(void)
|
|
{
|
|
delete s_pfont;
|
|
s_pfont = 0;
|
|
|
|
XFB_Shutdown();
|
|
|
|
if (g_cgcontext) {
|
|
cgDestroyContext(g_cgcontext);
|
|
g_cgcontext = 0;
|
|
}
|
|
if (s_RenderTarget) {
|
|
glDeleteTextures(1, &s_RenderTarget);
|
|
s_RenderTarget = 0;
|
|
}
|
|
if (s_DepthTarget) {
|
|
glDeleteRenderbuffersEXT(1, &s_DepthTarget);
|
|
s_DepthTarget = 0;
|
|
}
|
|
if (s_uFramebuffer) {
|
|
glDeleteFramebuffersEXT(1, &s_uFramebuffer);
|
|
s_uFramebuffer = 0;
|
|
}
|
|
#ifdef _WIN32
|
|
if(s_bAVIDumping) {
|
|
AVIDump::Stop();
|
|
}
|
|
#else
|
|
if(f_pFrameDump != NULL) {
|
|
fclose(f_pFrameDump);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
bool Renderer::InitializeGL()
|
|
{
|
|
glStencilFunc(GL_ALWAYS, 0, 0);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
|
|
glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
glShadeModel(GL_SMOOTH);
|
|
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
|
|
glClearDepth(1.0f);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glDisable(GL_LIGHTING);
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glScissor(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
glBlendColorEXT(0, 0, 0, 0.5f);
|
|
glClearDepth(1.0f);
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
|
|
// legacy multitexturing: select texture channel only.
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glClientActiveTexture(GL_TEXTURE0);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
return GL_REPORT_ERROR() == GL_NO_ERROR;
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////
|
|
// Return the rendering window width and height
|
|
// ------------------------
|
|
int Renderer::GetTargetWidth()
|
|
{
|
|
return s_bNativeResolution ? EFB_WIDTH : s_targetwidth;
|
|
}
|
|
|
|
int Renderer::GetTargetHeight()
|
|
{
|
|
return s_bNativeResolution ? EFB_HEIGHT : s_targetheight;
|
|
}
|
|
|
|
float Renderer::GetTargetScaleX()
|
|
{
|
|
return (float)GetTargetWidth() / (float)EFB_WIDTH;
|
|
}
|
|
|
|
float Renderer::GetTargetScaleY()
|
|
{
|
|
return (float)GetTargetHeight() / (float)EFB_HEIGHT;
|
|
}
|
|
|
|
/////////////////////////////
|
|
|
|
void Renderer::SetRenderTarget(GLuint targ)
|
|
{
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
|
|
targ != 0 ? targ : s_RenderTarget, 0);
|
|
}
|
|
|
|
void Renderer::SetDepthTarget(GLuint targ)
|
|
{
|
|
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
|
|
targ != 0 ? targ : s_DepthTarget);
|
|
}
|
|
|
|
void Renderer::SetFramebuffer(GLuint fb)
|
|
{
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
|
|
}
|
|
|
|
GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
|
|
{
|
|
if (s_MSAASamples > 1)
|
|
{
|
|
// Flip the rectangle
|
|
TRectangle flipped_rect;
|
|
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
|
|
|
|
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
// Do the resolve.
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
|
|
glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
|
flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
// Return the resolved target.
|
|
return s_ResolvedRenderTarget;
|
|
}
|
|
else
|
|
{
|
|
return s_RenderTarget;
|
|
}
|
|
}
|
|
|
|
GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
|
|
{
|
|
// This logic should be moved elsewhere.
|
|
if (s_MSAASamples > 1)
|
|
{
|
|
// Flip the rectangle
|
|
TRectangle flipped_rect;
|
|
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
|
|
|
|
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
// Do the resolve. We resolve both color channels, not very necessary.
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
|
|
glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
|
flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
|
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
// Return the resolved target.
|
|
return s_ResolvedFakeZTarget;
|
|
}
|
|
else
|
|
{
|
|
return s_FakeZTarget;
|
|
}
|
|
}
|
|
|
|
bool Renderer::UseFakeZTarget()
|
|
{
|
|
// This logic should be moved elsewhere.
|
|
return nZBufferRender > 0;
|
|
}
|
|
|
|
void Renderer::ResetGLState()
|
|
{
|
|
// Gets us to a reasonably sane state where it's possible to do things like
|
|
// image copies with textured quads, etc.
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDepthMask(GL_FALSE);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
|
glDisable(GL_VERTEX_PROGRAM_ARB);
|
|
glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
void Renderer::RestoreGLState()
|
|
{
|
|
// Gets us back into a more game-like state.
|
|
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
|
|
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
|
|
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
SetScissorRect();
|
|
SetColorMask();
|
|
SetBlendMode(true);
|
|
|
|
glEnable(GL_VERTEX_PROGRAM_ARB);
|
|
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
|
}
|
|
|
|
void Renderer::SetColorMask()
|
|
{
|
|
if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
else if (bpmem.blendmode.alphaupdate)
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
else if (bpmem.blendmode.colorupdate)
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
|
|
else
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
}
|
|
|
|
void Renderer::SetBlendMode(bool forceUpdate)
|
|
{
|
|
// blend mode bit mask
|
|
// 0 - blend enable
|
|
// 2 - reverse subtract enable (else add)
|
|
// 3-5 - srcRGB function
|
|
// 6-8 - dstRGB function
|
|
|
|
u32 newval = bpmem.blendmode.subtract << 2;
|
|
|
|
if (bpmem.blendmode.subtract) {
|
|
newval |= 0x0049; // enable blending src 1 dst 1
|
|
} else if (bpmem.blendmode.blendenable) {
|
|
newval |= 1; // enable blending
|
|
newval |= bpmem.blendmode.srcfactor << 3;
|
|
newval |= bpmem.blendmode.dstfactor << 6;
|
|
}
|
|
|
|
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode;
|
|
|
|
if (changes & 1) {
|
|
// blend enable change
|
|
(newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
|
|
}
|
|
|
|
if (changes & 4) {
|
|
// subtract enable change
|
|
glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD);
|
|
}
|
|
|
|
if (changes & 0x1F8) {
|
|
// blend RGB change
|
|
glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]);
|
|
}
|
|
|
|
s_blendMode = newval;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
|
|
// case 0x52 > SetScissorRect()
|
|
// ---------------
|
|
// This function handles the OpenGL glScissor() function
|
|
// ---------------
|
|
// bpmem.scissorTL.x, y = 342x342
|
|
// bpmem.scissorBR.x, y = 981x821
|
|
// Renderer::GetTargetHeight() = the fixed ini file setting
|
|
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
|
|
// therefore the width and height are (scissorBR + 1) - scissorTL
|
|
// ---------------
|
|
bool Renderer::SetScissorRect()
|
|
{
|
|
int xoff = bpmem.scissorOffset.x * 2 - 342;
|
|
int yoff = bpmem.scissorOffset.y * 2 - 342;
|
|
float MValueX = GetTargetScaleX();
|
|
float MValueY = GetTargetScaleY();
|
|
float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0
|
|
rc_left *= MValueX;
|
|
if (rc_left < 0) rc_left = 0;
|
|
|
|
float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0
|
|
rc_top *= MValueY;
|
|
if (rc_top < 0) rc_top = 0;
|
|
|
|
float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640
|
|
rc_right *= MValueX;
|
|
if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX;
|
|
|
|
float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480
|
|
rc_bottom *= MValueY;
|
|
if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY;
|
|
|
|
/*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
|
|
rc_left, rc_top,
|
|
rc_right, rc_bottom, Renderer::GetTargetHeight(),
|
|
xoff, yoff
|
|
);*/
|
|
|
|
// Check that the coordinates are good
|
|
if (rc_right >= rc_left && rc_bottom >= rc_top)
|
|
{
|
|
glScissor(
|
|
(int)rc_left, // x = 0 for example
|
|
Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0 for example
|
|
(int)(rc_right - rc_left), // width = 640 for example
|
|
(int)(rc_bottom - rc_top) // height = 480 for example
|
|
);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool Renderer::IsUsingATIDrawBuffers()
|
|
{
|
|
return s_bATIDrawBuffers;
|
|
}
|
|
|
|
bool Renderer::HaveStencilBuffer()
|
|
{
|
|
return s_bHaveStencilBuffer;
|
|
}
|
|
|
|
void Renderer::SetZBufferRender()
|
|
{
|
|
nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed.
|
|
GLenum s_drawbuffers[2] = {
|
|
GL_COLOR_ATTACHMENT0_EXT,
|
|
GL_COLOR_ATTACHMENT1_EXT
|
|
};
|
|
glDrawBuffers(2, s_drawbuffers);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
|
|
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
|
|
}
|
|
|
|
|
|
// Does this function even work correctly???
|
|
void Renderer::FlushZBufferAlphaToTarget()
|
|
{
|
|
ResetGLState();
|
|
|
|
SetRenderTarget(0);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
|
glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
|
|
|
|
// disable all other stages
|
|
for (int i = 1; i < 8; ++i)
|
|
TextureMngr::DisableStage(i);
|
|
// texture map s_RenderTargets[s_curtarget] onto the main buffer
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
|
|
GL_REPORT_ERRORD();
|
|
|
|
// setup the stencil to only accept pixels that have been written
|
|
glStencilFunc(GL_EQUAL, 1, 0xff);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
// TODO: This code should not have to bother with stretchtofit checking -
|
|
// all necessary scale initialization should be done elsewhere.
|
|
if (s_bNativeResolution)
|
|
{
|
|
//TODO: Do Correctly in a bit
|
|
float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth();
|
|
float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight();
|
|
|
|
float Max = (FactorW < FactorH) ? FactorH : FactorW;
|
|
float Temp = 1.0f / Max;
|
|
FactorW *= Temp;
|
|
FactorH *= Temp;
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
|
|
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
|
|
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
|
|
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
|
|
glEnd();
|
|
}
|
|
else
|
|
{
|
|
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);
|
|
glEnd();
|
|
}
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
RestoreGLState();
|
|
}
|
|
|
|
void Renderer::SetRenderMode(RenderMode mode)
|
|
{
|
|
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
|
|
mode = RM_ZBufferOnly;
|
|
|
|
if (s_RenderMode == mode)
|
|
return;
|
|
|
|
if (mode == RM_Normal) {
|
|
// flush buffers
|
|
if (s_RenderMode == RM_ZBufferAlpha) {
|
|
FlushZBufferAlphaToTarget();
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
SetColorMask();
|
|
SetRenderTarget(0);
|
|
SetZBufferRender();
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
else if (s_RenderMode == RM_Normal) {
|
|
// setup buffers
|
|
_assert_(UseFakeZTarget() && bpmem.zmode.updateenable);
|
|
if (mode == RM_ZBufferAlpha) {
|
|
glEnable(GL_STENCIL_TEST);
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
}
|
|
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
|
|
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
else {
|
|
_assert_(UseFakeZTarget());
|
|
_assert_(s_bHaveStencilBuffer);
|
|
|
|
if (mode == RM_ZBufferOnly) {
|
|
// flush and remove stencil
|
|
_assert_(s_RenderMode == RM_ZBufferAlpha);
|
|
FlushZBufferAlphaToTarget();
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
SetRenderTarget(s_FakeZTarget);
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
else {
|
|
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
|
|
|
|
// setup stencil
|
|
glEnable(GL_STENCIL_TEST);
|
|
glClearStencil(0);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
}
|
|
}
|
|
|
|
s_RenderMode = mode;
|
|
}
|
|
|
|
Renderer::RenderMode Renderer::GetRenderMode()
|
|
{
|
|
return s_RenderMode;
|
|
}
|
|
|
|
void ComputeBackbufferRectangle(TRectangle *rc)
|
|
{
|
|
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
|
|
float FloatGLHeight = (float)OpenGL_GetBackbufferHeight();
|
|
float FloatXOffset = 0;
|
|
float FloatYOffset = 0;
|
|
|
|
// The rendering window size
|
|
const float WinWidth = FloatGLWidth;
|
|
const float WinHeight = FloatGLHeight;
|
|
|
|
// Handle aspect ratio.
|
|
if (g_Config.bKeepAR43 || g_Config.bKeepAR169)
|
|
{
|
|
// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
|
|
float Ratio = (WinWidth / WinHeight) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f));
|
|
// Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width.
|
|
if (Ratio > 1)
|
|
{
|
|
// Scale down and center in the X direction.
|
|
FloatGLWidth /= Ratio;
|
|
FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f;
|
|
}
|
|
// The window is too high, we have to limit the height
|
|
else
|
|
{
|
|
// Scale down and center in the Y direction.
|
|
FloatGLHeight *= Ratio;
|
|
FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f;
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
|
|
// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
|
|
// ------------------
|
|
if ((g_Config.bKeepAR43 || g_Config.bKeepAR169) && g_Config.bCrop)
|
|
{
|
|
float Ratio = g_Config.bKeepAR43 ? ((4.0 / 3.0) / (5.0 / 4.0)) : (((16.0 / 9.0) / (16.0 / 10.0)));
|
|
// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
|
|
float IncreasedWidth = (Ratio - 1.0) * FloatGLWidth;
|
|
float IncreasedHeight = (Ratio - 1.0) * FloatGLHeight;
|
|
// The new width and height
|
|
FloatGLWidth = FloatGLWidth * Ratio;
|
|
FloatGLHeight = FloatGLHeight * Ratio;
|
|
// We need this adjustment too, the -6 adjustment was needed to never show any pixels outside the actual picture
|
|
// The result in offset in actual pixels is only around 1 or 2 pixels in a 1280 x 1024 resolution. In 1280 x 1024 the
|
|
// picture is only about 2 to 4 pixels (1 up and 1 down for example) to big to produce a minimal margin
|
|
// of error, while rather having a full screen and hiding one pixel, than having a one pixel black border. But it seems
|
|
// to be just enough in all games I tried.
|
|
float WidthRatio = ((float)FloatGLWidth - 6.0) / 640.0;
|
|
float HeightRatio = ((float)FloatGLHeight - 6.0) / 480.0;
|
|
// Adjust the X and Y offset
|
|
FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0 / WidthRatio / Ratio);
|
|
FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0 / HeightRatio / Ratio);
|
|
//DEBUG_LOG(CONSOLE, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset);
|
|
}
|
|
|
|
// round(float) = floor(float + 0.5)
|
|
int XOffset = floor(FloatXOffset + 0.5);
|
|
int YOffset = floor(FloatYOffset + 0.5);
|
|
rc->left = XOffset;
|
|
rc->top = YOffset;
|
|
rc->right = XOffset + ceil(FloatGLWidth);
|
|
rc->bottom = YOffset + ceil(FloatGLHeight);
|
|
}
|
|
|
|
//////////////////////////////////////////////////////////////////////////////////////
|
|
// This function has the final picture if the XFB functions are not used. We adjust the aspect ratio here.
|
|
// ----------------------
|
|
void Renderer::Swap(const TRectangle& rc)
|
|
{
|
|
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
|
DVSTARTPROFILE();
|
|
|
|
Renderer::SetRenderMode(Renderer::RM_Normal);
|
|
|
|
ResetGLState();
|
|
|
|
TRectangle back_rc;
|
|
ComputeBackbufferRectangle(&back_rc);
|
|
|
|
float u_max;
|
|
float v_min = 0.f;
|
|
float v_max;
|
|
if (g_Config.bAutoScale)
|
|
{
|
|
u_max = (rc.right - rc.left);
|
|
v_min = (float)GetTargetHeight() - (rc.bottom - rc.top);
|
|
v_max = (float)GetTargetHeight();
|
|
}
|
|
else
|
|
{
|
|
u_max = (float)GetTargetWidth();
|
|
v_max = (float)GetTargetHeight();
|
|
}
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1)
|
|
{
|
|
// Use framebuffer blit to stretch screen.
|
|
// No messing around with annoying glBegin and viewports, plus can support multisampling.
|
|
if (s_MSAASamples > 1)
|
|
{
|
|
ResolveAndGetRenderTarget(rc);
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
|
|
}
|
|
else
|
|
{
|
|
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
}
|
|
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
|
glBlitFramebufferEXT(0, v_min, u_max, v_max,
|
|
back_rc.left, back_rc.top, back_rc.right, back_rc.bottom,
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer, we'll draw debug text on top
|
|
}
|
|
else
|
|
{
|
|
// No framebuffer_blit extension - crappy gfx card! Fall back to plain texturing solution.
|
|
// Disable all other stages.
|
|
for (int i = 1; i < 8; ++i)
|
|
TextureMngr::DisableStage(i);
|
|
|
|
// Update GLViewPort
|
|
glViewport(back_rc.left, back_rc.top,
|
|
back_rc.right - back_rc.left, back_rc.bottom - back_rc.top);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Copy the framebuffer to screen.
|
|
// TODO: Use glBlitFramebufferEXT.
|
|
// Render to the real buffer now.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
|
|
|
|
// Texture map s_RenderTargets[s_curtarget] onto the main buffer
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
|
|
// Use linear filtering.
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
|
|
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
|
|
glTexCoord2f(u_max, v_max); glVertex2f( 1, 1);
|
|
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
|
|
glEnd();
|
|
|
|
// Restore filtering.
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
|
TextureMngr::DisableStage(0);
|
|
// End of non-framebuffer_blit workaround.
|
|
}
|
|
|
|
// Wireframe
|
|
if (g_Config.bWireFrame)
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
|
|
// Take screenshot, if requested
|
|
if (s_bScreenshot) {
|
|
s_criticalScreenshot.Enter();
|
|
if (SaveRenderTarget(s_sScreenshotName.c_str(), OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight())) {
|
|
char msg[255];
|
|
sprintf(msg, "Saved %s\n", s_sScreenshotName.c_str());
|
|
OSD::AddMessage(msg, 2000);
|
|
} else {
|
|
PanicAlert("Error capturing or saving screenshot.");
|
|
}
|
|
s_sScreenshotName = "";
|
|
s_bScreenshot = false;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
|
|
// Frame dumps are handled a little differently in Windows
|
|
#ifdef _WIN32
|
|
if (g_Config.bDumpFrames) {
|
|
s_criticalScreenshot.Enter();
|
|
int w = OpenGL_GetBackbufferWidth();
|
|
int h = OpenGL_GetBackbufferHeight();
|
|
u8 *data = (u8 *) malloc(3 * w * h);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0, 0, w, h, GL_BGR, GL_UNSIGNED_BYTE, data);
|
|
if (glGetError() == GL_NO_ERROR)
|
|
{
|
|
if (!s_bLastFrameDumped)
|
|
{
|
|
s_bAVIDumping = AVIDump::Start(EmuWindow::GetChildParentWnd(), w, h);
|
|
if (!s_bAVIDumping)
|
|
PanicAlert("Error dumping frames to AVI.");
|
|
else
|
|
{
|
|
char msg [255];
|
|
sprintf(msg, "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, w, h);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (s_bAVIDumping)
|
|
AVIDump::AddFrame((char *) data);
|
|
|
|
s_bLastFrameDumped = true;
|
|
}
|
|
free(data);
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
else
|
|
{
|
|
if(s_bLastFrameDumped && s_bAVIDumping)
|
|
{
|
|
AVIDump::Stop();
|
|
s_bAVIDumping = false;
|
|
}
|
|
|
|
s_bLastFrameDumped = false;
|
|
}
|
|
#else
|
|
if (g_Config.bDumpFrames) {
|
|
s_criticalScreenshot.Enter();
|
|
char movie_file_name[255];
|
|
int w = OpenGL_GetBackbufferWidth();
|
|
int h = OpenGL_GetBackbufferHeight();
|
|
u8 *data = (u8 *) malloc(3 * w * h);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
if (glGetError() == GL_NO_ERROR) {
|
|
if (!s_bLastFrameDumped) {
|
|
sprintf(movie_file_name, "%s/framedump.raw", FULL_FRAMES_DIR);
|
|
f_pFrameDump = fopen(movie_file_name, "wb");
|
|
if (f_pFrameDump == NULL) {
|
|
PanicAlert("Error opening framedump.raw for writing.");
|
|
} else {
|
|
char msg [255];
|
|
sprintf(msg, "Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name, w, h);
|
|
OSD::AddMessage(msg, 2000);
|
|
}
|
|
}
|
|
if (f_pFrameDump != NULL) {
|
|
FlipImageData(data, w, h);
|
|
fwrite(data, w * 3, h, f_pFrameDump);
|
|
fflush(f_pFrameDump);
|
|
}
|
|
s_bLastFrameDumped = true;
|
|
}
|
|
free(data);
|
|
s_criticalScreenshot.Leave();
|
|
} else {
|
|
if(s_bLastFrameDumped && f_pFrameDump != NULL) {
|
|
fclose(f_pFrameDump);
|
|
f_pFrameDump = NULL;
|
|
}
|
|
|
|
s_bLastFrameDumped = false;
|
|
}
|
|
#endif
|
|
|
|
// Place messages on the picture, then copy it to the screen
|
|
SwapBuffers();
|
|
s_bNativeResolution = g_Config.bNativeResolution;
|
|
|
|
RestoreGLState();
|
|
|
|
GL_REPORT_ERRORD();
|
|
g_Config.iSaveTargetId = 0;
|
|
|
|
// For testing zbuffer targets.
|
|
// Renderer::SetZBufferRender();
|
|
// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
|
|
}
|
|
|
|
void Renderer::DrawDebugText()
|
|
{
|
|
// Reset viewport for drawing text
|
|
glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight());
|
|
// Draw various messages on the screen, like FPS, statistics, etc.
|
|
char debugtext_buffer[8192];
|
|
char *p = debugtext_buffer;
|
|
p[0] = 0;
|
|
|
|
if (g_Config.bShowFPS)
|
|
p+=sprintf(p, "FPS: %d\n", s_fps);
|
|
|
|
if (g_Config.bShowEFBCopyRegions)
|
|
{
|
|
// Store Line Size
|
|
GLfloat lSize;
|
|
glGetFloatv(GL_LINE_WIDTH, &lSize);
|
|
|
|
// Set Line Size
|
|
glLineWidth(8.0f);
|
|
|
|
glBegin(GL_LINES);
|
|
|
|
// Draw EFB copy regions rectangles
|
|
for (std::vector<TRectangle>::const_iterator it = stats.efb_regions.begin(); it != stats.efb_regions.end(); ++it)
|
|
{
|
|
GLfloat halfWidth = Renderer::GetTargetWidth() / 2.0f;
|
|
GLfloat halfHeight = Renderer::GetTargetHeight() / 2.0f;
|
|
GLfloat x = (GLfloat) -1.0f + ((GLfloat)it->left / halfWidth);
|
|
GLfloat y = (GLfloat) 1.0f - ((GLfloat)it->top / halfHeight);
|
|
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
|
|
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);
|
|
|
|
// Draw shadow of rect
|
|
glColor3f(0.0f, 0.0f, 0.0f);
|
|
glVertex2f(x, y - 0.01f); glVertex2f(x2 + 0.008f, y - 0.01f);
|
|
glVertex2f(x, y2 - 0.01f); glVertex2f(x2 + 0.008f, y2 - 0.01f);
|
|
glVertex2f(x - 0.01f, y); glVertex2f(x - 0.01f, y2 + 0.008f);
|
|
glVertex2f(x2 - 0.01f, y); glVertex2f(x2 - 0.01f, y2 + 0.008f);
|
|
|
|
// Draw rect
|
|
glColor3f(0.0f, 1.0f, 1.0f);
|
|
glVertex2f(x, y); glVertex2f(x2 + 0.008f, y);
|
|
glVertex2f(x, y2); glVertex2f(x2 + 0.008f, y2);
|
|
glVertex2f(x, y); glVertex2f(x, y2 + 0.008f);
|
|
glVertex2f(x2, y); glVertex2f(x2, y2 + 0.008f);
|
|
}
|
|
|
|
glEnd();
|
|
|
|
// Restore Line Size
|
|
glLineWidth(lSize);
|
|
|
|
// Clear stored regions
|
|
stats.efb_regions.clear();
|
|
}
|
|
|
|
if (g_Config.bOverlayStats)
|
|
{
|
|
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,"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 text1;
|
|
VertexLoaderManager::AppendListToString(&text1);
|
|
// TODO: Check for buffer overflow
|
|
p+=sprintf(p,"%s",text1.c_str());
|
|
}
|
|
|
|
if (g_Config.bOverlayBlendStats)
|
|
{
|
|
p+=sprintf(p,"LogicOp Mode: %i\n", stats.logicOpMode);
|
|
p+=sprintf(p,"Source Factor: %i\n", stats.srcFactor);
|
|
p+=sprintf(p,"Destination Factor: %i\n", stats.dstFactor);
|
|
p+=sprintf(p,"Dithering: %s\n", stats.dither==1 ? "Enabled" : "Disabled");
|
|
p+=sprintf(p,"Color Update: %s\n", stats.colorUpdate==1 ? "Enabled" : "Disabled");
|
|
p+=sprintf(p,"Alpha Update: %s\n", stats.alphaUpdate==1 ? "Enabled" : "Disabled");
|
|
p+=sprintf(p,"Dst Alpha Enabled: %s\n", stats.dstAlphaEnable==1 ? "Enabled" : "Disabled");
|
|
p+=sprintf(p,"Dst Alpha: %08x\n", stats.dstAlpha);
|
|
}
|
|
|
|
if (g_Config.bOverlayProjStats)
|
|
{
|
|
p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n");
|
|
p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0);
|
|
p+=sprintf(p,"Projection 1: %f (%f)\n", stats.gproj_1, stats.g2proj_1);
|
|
p+=sprintf(p,"Projection 2: %f (%f) Raw 1: %f\n", stats.gproj_2, stats.g2proj_2, stats.proj_1);
|
|
p+=sprintf(p,"Projection 3: %f (%f)\n\n", stats.gproj_3, stats.g2proj_3);
|
|
p+=sprintf(p,"Projection 4: %f (%f)\n", stats.gproj_4, stats.g2proj_4);
|
|
p+=sprintf(p,"Projection 5: %f (%f) Raw 2: %f\n", stats.gproj_5, stats.g2proj_5, stats.proj_2);
|
|
p+=sprintf(p,"Projection 6: %f (%f) Raw 3: %f\n", stats.gproj_6, stats.g2proj_6, stats.proj_3);
|
|
p+=sprintf(p,"Projection 7: %f (%f)\n\n", stats.gproj_7, stats.g2proj_7);
|
|
p+=sprintf(p,"Projection 8: %f (%f)\n", stats.gproj_8, stats.g2proj_8);
|
|
p+=sprintf(p,"Projection 9: %f (%f)\n", stats.gproj_9, stats.g2proj_9);
|
|
p+=sprintf(p,"Projection 10: %f (%f) Raw 4: %f\n\n", stats.gproj_10, stats.g2proj_10, stats.proj_4);
|
|
p+=sprintf(p,"Projection 11: %f (%f) Raw 5: %f\n\n", stats.gproj_11, stats.g2proj_11, stats.proj_5);
|
|
p+=sprintf(p,"Projection 12: %f (%f)\n", stats.gproj_12, stats.g2proj_12);
|
|
p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13);
|
|
p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14);
|
|
p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15);
|
|
}
|
|
|
|
// Render a shadow, and then the text.
|
|
Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
|
|
Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF);
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------------
|
|
// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
|
|
// -------------------------------------------------------------------------------------------------------
|
|
void Renderer::SwapBuffers()
|
|
{
|
|
// Count FPS.
|
|
static int fpscount = 0;
|
|
static unsigned long lasttime;
|
|
++fpscount;
|
|
if (timeGetTime() - lasttime > 1000)
|
|
{
|
|
lasttime = timeGetTime();
|
|
s_fps = fpscount - 1;
|
|
fpscount = 0;
|
|
}
|
|
|
|
for (int i = 0; i < 8; i++) {
|
|
glActiveTexture(GL_TEXTURE0 + i);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glDisable(GL_TEXTURE_RECTANGLE_ARB);
|
|
}
|
|
glActiveTexture(GL_TEXTURE0);
|
|
|
|
DrawDebugText();
|
|
|
|
OSD::DrawMessages();
|
|
|
|
#if defined(DVPROFILE)
|
|
if (g_bWriteProfile) {
|
|
//g_bWriteProfile = 0;
|
|
static int framenum = 0;
|
|
const int UPDATE_FRAMES = 8;
|
|
if (++framenum >= UPDATE_FRAMES) {
|
|
DVProfWrite("prof.txt", UPDATE_FRAMES);
|
|
DVProfClear();
|
|
framenum = 0;
|
|
}
|
|
}
|
|
#endif
|
|
// Copy the rendered frame to the real window
|
|
OpenGL_SwapBuffers();
|
|
|
|
glClearColor(0, 0, 0, 0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
GL_REPORT_ERRORD();
|
|
|
|
// Clean out old stuff from caches
|
|
VertexShaderCache::ProgressiveCleanup();
|
|
PixelShaderCache::ProgressiveCleanup();
|
|
TextureMngr::ProgressiveCleanup();
|
|
|
|
frameCount++;
|
|
|
|
// New frame
|
|
stats.ResetFrame();
|
|
|
|
// Render to the framebuffer.
|
|
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
|
if (nZBufferRender > 0)
|
|
{
|
|
if (--nZBufferRender == 0)
|
|
{
|
|
// turn off
|
|
nZBufferRender = 0;
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
|
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
|
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
|
|
}
|
|
}
|
|
|
|
GL_REPORT_ERRORD();
|
|
}
|
|
|
|
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
|
|
{
|
|
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
|
|
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
|
|
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
|
|
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
|
|
s_pfont->printMultilineText(pstr,
|
|
left * 2.0f / (float)nBackbufferWidth - 1,
|
|
1 - top * 2.0f / (float)nBackbufferHeight,
|
|
0, nBackbufferWidth, nBackbufferHeight);
|
|
}
|
|
|
|
void Renderer::SetScreenshot(const char *filename)
|
|
{
|
|
s_criticalScreenshot.Enter();
|
|
s_sScreenshotName = filename;
|
|
s_bScreenshot = true;
|
|
s_criticalScreenshot.Leave();
|
|
}
|
|
|
|
bool Renderer::SaveRenderTarget(const char *filename, int w, int h)
|
|
{
|
|
u8 *data = (u8 *)malloc(3 * w * h);
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, data);
|
|
if (glGetError() != GL_NO_ERROR)
|
|
return false;
|
|
FlipImageData(data, w, h);
|
|
#if defined(HAVE_WX) && HAVE_WX
|
|
wxImage a(w, h, data);
|
|
a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_BMP);
|
|
bool result = true;
|
|
#else
|
|
bool result = SaveTGA(filename, w, h, data);
|
|
free(data);
|
|
#endif
|
|
return result;
|
|
}
|
|
|
|
void Renderer::FlipImageData(u8 *data, int w, int h)
|
|
{
|
|
// Flip image upside down. Damn OpenGL.
|
|
for (int y = 0; y < h / 2; y++)
|
|
{
|
|
for(int x = 0; x < w; x++)
|
|
{
|
|
std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]);
|
|
std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]);
|
|
std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------------------
|
|
// Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
|
|
// Call schedule: Called from VertexShaderManager
|
|
// ------------------------------------------------------------------------------------------------------------
|
|
void UpdateViewport()
|
|
{
|
|
// ---------
|
|
// Logging
|
|
// ---------
|
|
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
|
|
// [0] = width/2
|
|
// [1] = height/2
|
|
// [2] = 16777215 * (farz - nearz)
|
|
// [3] = xorig + width/2 + 342
|
|
// [4] = yorig + height/2 + 342
|
|
// [5] = 16777215 * farz
|
|
|
|
/*INFO_LOG(VIDEO, "view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)",
|
|
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
|
|
2 * rawViewport[0], 2 * rawViewport[1],
|
|
(rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/
|
|
// --------
|
|
|
|
int scissorXOff = bpmem.scissorOffset.x * 2 - 342;
|
|
int scissorYOff = bpmem.scissorOffset.y * 2 - 342;
|
|
// -------------------------------------
|
|
|
|
float MValueX = Renderer::GetTargetScaleX();
|
|
float MValueY = Renderer::GetTargetScaleY();
|
|
|
|
// Stretch picture with increased internal resolution
|
|
int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * MValueX);
|
|
int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff)) * MValueY);
|
|
int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX);
|
|
int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
|
|
|
|
// Update the view port
|
|
glViewport(GLx, GLy, GLWidth, GLHeight);
|
|
|
|
// GLDepthRange - this could be a source of trouble - see the viewport hacks.
|
|
double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f;
|
|
double GLFar = xfregs.rawViewport[5] / 16777215.0f;
|
|
glDepthRange(GLNear, GLFar);
|
|
|
|
// -------------------------------------
|
|
|
|
// Logging
|
|
/*
|
|
RECT RcTop, RcParent, RcChild;
|
|
HWND Child = EmuWindow::GetWnd();
|
|
HWND Parent = GetParent(Child);
|
|
HWND Top = GetParent(Parent);
|
|
GetWindowRect(Top, &RcTop);
|
|
GetWindowRect(Parent, &RcParent);
|
|
GetWindowRect(Child, &RcChild);
|
|
|
|
//Console::ClearScreen();
|
|
DEBUG_LOG(CONSOLE, "----------------------------------------------------------------");
|
|
DEBUG_LOG(CONSOLE, "Top window: X:%03i Y:%03i Width:%03i Height:%03i", RcTop.left, RcTop.top, RcTop.right - RcTop.left, RcTop.bottom - RcTop.top);
|
|
DEBUG_LOG(CONSOLE, "Parent window: X:%03i Y:%03i Width:%03i Height:%03i", RcParent.left, RcParent.top, RcParent.right - RcParent.left, RcParent.bottom - RcParent.top);
|
|
DEBUG_LOG(CONSOLE, "Child window: X:%03i Y:%03i Width:%03i Height:%03i", RcChild.left, RcChild.top, RcChild.right - RcChild.left, RcChild.bottom - RcChild.top);
|
|
DEBUG_LOG(CONSOLE, "----------------------------------------------------------------");
|
|
DEBUG_LOG(CONSOLE, "Res. MValue: X:%f Y:%f XOffs:%f YOffs:%f", OpenGL_GetXmax(), OpenGL_GetYmax(), OpenGL_GetXoff(), OpenGL_GetYoff());
|
|
DEBUG_LOG(CONSOLE, "GLViewPort: X:%03i Y:%03i Width:%03i Height:%03i", GLx, GLy, GLWidth, GLHeight);
|
|
DEBUG_LOG(CONSOLE, "GLDepthRange: Near:%f Far:%f", GLNear, GLFar);
|
|
DEBUG_LOG(CONSOLE, "GLScissor: X:%03i Y:%03i Width:%03i Height:%03i", GLScissorX, GLScissorY, GLScissorW, GLScissorH);
|
|
DEBUG_LOG(CONSOLE, "----------------------------------------------------------------");
|
|
*/
|
|
}
|