mirror of
https://github.com/dolphin-emu/dolphin.git
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85781409e4
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@939 8ced0084-cf51-0410-be5f-012b33b47a6e
177 lines
5.7 KiB
C++
177 lines
5.7 KiB
C++
// Copyright (C) 2003-2008 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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// Preliminary non-working code.
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#include "Globals.h"
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#include "GLUtil.h"
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#include "MemoryUtil.h"
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#include "Render.h"
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#include "TextureMngr.h"
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#include "VertexShaderManager.h"
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#include "XFBConvert.h"
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enum {
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XFB_WIDTH = 640,
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XFB_HEIGHT = 480, // 528 is max height.
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XFB_BUF_HEIGHT = 538, //480,
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// TODO: figure out what to do with PAL
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};
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static GLuint xfb_texture;
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static u8 *xfb_buffer = 0;
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static u8 *efb_buffer = 0;
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static GLuint s_xfbFrameBuffer = 0;
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static GLuint s_xfbRenderBuffer = 0;
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void XFB_Init()
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{
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// used to render XFB
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xfb_buffer = new u8[XFB_WIDTH * XFB_BUF_HEIGHT * 4];
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memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_HEIGHT * 4);
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glGenTextures(1, &xfb_texture);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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// used to render EFB
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glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
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glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
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// Ensure efb_buffer is aligned.
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efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Shutdown()
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{
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glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
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glDeleteTextures(1, &xfb_texture);
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xfb_texture = 0;
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delete [] xfb_buffer;
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xfb_buffer = 0;
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FreeMemoryPages(efb_buffer, nBackbufferWidth * nBackbufferHeight * 4);
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}
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void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt, float yScale)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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// switch to XFB frame buffer
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Renderer::SetFramebuffer(s_xfbFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
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GL_REPORT_ERRORD();
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glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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float scaledTextureY = nBackbufferHeight - (nBackbufferHeight / yScale);
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glBegin(GL_QUADS);
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glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
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glTexCoord2f(0, scaledTextureY); glVertex2f(-1,1);
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glTexCoord2f(nBackbufferWidth, scaledTextureY); glVertex2f(1,1);
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glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
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glEnd();
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GL_REPORT_ERRORD();
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int width = sourceRc.right - sourceRc.left;
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int height = sourceRc.bottom - sourceRc.top;
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glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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GL_REPORT_ERRORD();
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Renderer::SetFramebuffer(0);
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Renderer::RestoreGLState();
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VertexShaderMngr::SetViewportChanged();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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// TODO - verify that XFB pixel order. probably reverse of GL pixel order
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// TODO - use shader for conversion
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ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
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// old way
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/*glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
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TextureMngr::EnableTexRECT(0);
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glGetTexImage(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
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static u8 *efbEndAddress = efb_buffer + ((nBackbufferWidth * nBackbufferHeight) - 1) * 4;
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ConvertToXFBReverse((u32 *)xfb_in_ram, efbEndAddress, dstWd, dstHt);*/
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
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{
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if(width == 0 || height == 0)
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return;
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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Renderer::SetRenderMode(Renderer::RM_Normal);
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// render to the real buffer now
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
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glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
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Renderer::ResetGLState();
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// TODO - use shader for conversion
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ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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TextureMngr::DisableStage(i);
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GL_REPORT_ERRORD();
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glBegin(GL_QUADS);
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glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
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glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
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glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
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glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
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glEnd();
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
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TextureMngr::DisableStage(0);
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Renderer::SwapBuffers();
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Renderer::RestoreGLState();
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GL_REPORT_ERRORD();
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}
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