724 lines
25 KiB
C#
724 lines
25 KiB
C#
//TODO
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//we could flag textures as 'actually' render targets (keep a reference to the render target?) which could allow us to convert between them more quickly in some cases
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using System;
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using System.IO;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Drawing;
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using BizHawk.Emulation.Common;
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using BizHawk.Client.Common;
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using BizHawk.Client.EmuHawk;
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using BizHawk.Client.EmuHawk.FilterManager;
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using BizHawk.Bizware.BizwareGL;
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using OpenTK;
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using BizHawk.Bizware.BizwareGL.Drivers.SlimDX;
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using BizHawk.Bizware.BizwareGL.Drivers.GdiPlus;
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namespace BizHawk.Client.MultiHawk
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{
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/// <summary>
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/// A DisplayManager is destined forevermore to drive the PresentationPanel it gets initialized with.
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/// Its job is to receive OSD and emulator outputs, and produce one single buffer (BitampBuffer? Texture2d?) for display by the PresentationPanel.
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/// Details TBD
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/// </summary>
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public class DisplayManager : IDisposable
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{
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class DisplayManagerRenderTargetProvider : IRenderTargetProvider
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{
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public DisplayManagerRenderTargetProvider(Func<Size, RenderTarget> callback) { Callback = callback; }
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Func<Size, RenderTarget> Callback;
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RenderTarget IRenderTargetProvider.Get(Size size)
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{
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return Callback(size);
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}
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}
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public DisplayManager(PresentationPanel presentationPanel, IGL gl, GLManager glManager)
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{
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GL = gl;
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GLManager = glManager;
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this.presentationPanel = presentationPanel;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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CR_GraphicsControl = GLManager.GetContextForGraphicsControl(GraphicsControl);
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//it's sort of important for these to be initialized to something nonzero
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currEmuWidth = currEmuHeight = 1;
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Renderer = GL.CreateRenderer();
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VideoTextureFrugalizer = new TextureFrugalizer(GL);
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ShaderChainFrugalizers = new RenderTargetFrugalizer[16]; //hacky hardcoded limit.. need some other way to manage these
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for (int i = 0; i < 16; i++)
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{
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ShaderChainFrugalizers[i] = new RenderTargetFrugalizer(GL);
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}
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RefreshUserShader();
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}
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public bool Disposed { get; private set; }
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public void Dispose()
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{
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if (Disposed) return;
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Disposed = true;
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VideoTextureFrugalizer.Dispose();
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foreach (var f in LuaSurfaceFrugalizers.Values)
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f.Dispose();
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foreach (var f in ShaderChainFrugalizers)
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if (f != null)
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f.Dispose();
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Renderer.Dispose();
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}
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//rendering resources:
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IGL GL;
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GLManager GLManager;
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IGuiRenderer Renderer;
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//layer resources
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PresentationPanel presentationPanel; //well, its the final layer's target, at least
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GraphicsControl GraphicsControl; //well, its the final layer's target, at least
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GLManager.ContextRef CR_GraphicsControl;
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FilterProgram CurrentFilterProgram;
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/// <summary>
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/// these variables will track the dimensions of the last frame's (or the next frame? this is confusing) emulator native output size
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/// THIS IS OLD JUNK. I should get rid of it, I think. complex results from the last filter ingestion should be saved instead.
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/// </summary>
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int currEmuWidth, currEmuHeight;
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/// <summary>
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/// additional pixels added at the unscaled level for the use of lua drawing. essentially increases the input video provider dimensions
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/// </summary>
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public System.Windows.Forms.Padding GameExtraPadding;
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/// <summary>
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/// additional pixels added at the native level for the use of lua drawing. essentially just gets tacked onto the final calculated window sizes.
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/// </summary>
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public System.Windows.Forms.Padding ClientExtraPadding;
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/// <summary>
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/// custom fonts that don't need to be installed on the user side
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/// </summary>
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public System.Drawing.Text.PrivateFontCollection CustomFonts = new System.Drawing.Text.PrivateFontCollection();
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TextureFrugalizer VideoTextureFrugalizer;
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Dictionary<string, TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, TextureFrugalizer>();
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RenderTargetFrugalizer[] ShaderChainFrugalizers;
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EmuHawk.Filters.RetroShaderChain ShaderChain_user;
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public void RefreshUserShader()
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{
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if (ShaderChain_user != null)
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ShaderChain_user.Dispose();
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if (File.Exists(Global.Config.DispUserFilterPath))
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{
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var fi = new FileInfo(Global.Config.DispUserFilterPath);
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using (var stream = fi.OpenRead())
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ShaderChain_user = new EmuHawk.Filters.RetroShaderChain(GL, new EmuHawk.Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
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}
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}
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System.Windows.Forms.Padding CalculateCompleteContentPadding(bool user, bool source)
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{
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var padding = new System.Windows.Forms.Padding();
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if(user)
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padding += GameExtraPadding;
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//an experimental feature
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if(source)
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if (Global.Emulator is BizHawk.Emulation.Cores.Sony.PSX.Octoshock)
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{
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var psx = Global.Emulator as BizHawk.Emulation.Cores.Sony.PSX.Octoshock;
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var core_padding = psx.VideoProvider_Padding;
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padding.Left += core_padding.Width / 2;
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padding.Right += core_padding.Width - core_padding.Width / 2;
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padding.Top += core_padding.Height / 2;
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padding.Bottom += core_padding.Height - core_padding.Height / 2;
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}
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return padding;
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}
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FilterProgram BuildDefaultChain(Size chain_insize, Size chain_outsize, bool includeOSD)
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{
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//select user special FX shader chain
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Dictionary<string, object> selectedChainProperties = new Dictionary<string, object>();
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EmuHawk.Filters.RetroShaderChain selectedChain = null;
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if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available)
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selectedChain = ShaderChain_user;
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EmuHawk.Filters.FinalPresentation fPresent = new EmuHawk.Filters.FinalPresentation(chain_outsize);
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EmuHawk.Filters.SourceImage fInput = new EmuHawk.Filters.SourceImage(chain_insize);
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EmuHawk.Filters.OSD fOSD = new EmuHawk.Filters.OSD();
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fOSD.RenderCallback = () =>
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{
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if (!includeOSD)
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return;
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var size = fOSD.FindInput().SurfaceFormat.Size;
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Renderer.Begin(size.Width, size.Height);
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Renderer.SetBlendState(GL.BlendNormal);
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Renderer.End();
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};
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var chain = new FilterProgram();
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//add the first filter, encompassing output from the emulator core
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chain.AddFilter(fInput, "input");
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//if a non-zero padding is required, add a filter to allow for that
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//note, we have two sources of padding right now.. one can come from the videoprovider and one from the user.
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//we're combining these now and just using black, for sake of being lean, despite the discussion below:
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//keep in mind, the videoprovider design in principle might call for another color.
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//we havent really been using this very hard, but users will probably want black there (they could fill it to another color if needed tho)
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var padding = CalculateCompleteContentPadding(true,true);
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if (padding.Vertical != 0 || padding.Horizontal != 0)
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{
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//TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe theres enough similarities to justify it.
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Size size = chain_insize;
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size.Width += padding.Horizontal;
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size.Height += padding.Vertical;
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EmuHawk.Filters.FinalPresentation fPadding = new EmuHawk.Filters.FinalPresentation(size);
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chain.AddFilter(fPadding, "padding");
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fPadding.GuiRenderer = Renderer;
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fPadding.GL = GL;
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fPadding.Config_PadOnly = true;
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fPadding.Padding = padding;
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}
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if (Global.Config.DispPrescale != 1)
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{
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EmuHawk.Filters.PrescaleFilter fPrescale = new EmuHawk.Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale };
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chain.AddFilter(fPrescale, "user_prescale");
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}
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//AutoPrescale makes no sense for a None final filter
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if (Global.Config.DispAutoPrescale && Global.Config.DispFinalFilter != (int)EmuHawk.Filters.FinalPresentation.eFilterOption.None)
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{
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var apf = new EmuHawk.Filters.AutoPrescaleFilter();
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chain.AddFilter(apf, "auto_prescale");
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}
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//choose final filter
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EmuHawk.Filters.FinalPresentation.eFilterOption finalFilter = EmuHawk.Filters.FinalPresentation.eFilterOption.None;
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fPresent.FilterOption = finalFilter;
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//add final presentation
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chain.AddFilter(fPresent, "presentation");
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return chain;
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}
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/// <summary>
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/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
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/// Then it will stuff it into the bound PresentationPanel.
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/// ---
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/// If the int[] is size=1, then it contains an openGL texture ID (and the size should be as specified from videoProvider)
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/// Don't worry about the case where the frontend isnt using opengl; DisplayManager deals with it
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/// </summary>
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public void UpdateSource(IVideoProvider videoProvider)
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{
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bool displayNothing = Global.Config.DispSpeedupFeatures == 0;
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var job = new JobInfo
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{
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videoProvider = videoProvider,
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simulate = displayNothing,
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chain_outsize = GraphicsControl.Size,
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includeOSD = true,
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};
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UpdateSourceInternal(job);
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}
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public BitmapBuffer RenderVideoProvider(IVideoProvider videoProvider)
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{
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//TODO - we might need to gather more Global.Config.DispXXX properties here, so they can be overridden
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var targetSize = new Size(videoProvider.BufferWidth, videoProvider.BufferHeight);
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var padding = CalculateCompleteContentPadding(true,true);
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targetSize.Width += padding.Horizontal;
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targetSize.Height += padding.Vertical;
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var job = new JobInfo
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{
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videoProvider = videoProvider,
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simulate = false,
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chain_outsize = targetSize,
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offscreen = true,
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includeOSD = false
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};
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UpdateSourceInternal(job);
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return job.offscreenBB;
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}
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/// <summary>
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/// Does the entire display process to an offscreen buffer, suitable for a 'client' screenshot.
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/// </summary>
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public BitmapBuffer RenderOffscreen(IVideoProvider videoProvider, bool includeOSD)
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{
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var job = new JobInfo
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{
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videoProvider = videoProvider,
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simulate = false,
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chain_outsize = GraphicsControl.Size,
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offscreen = true,
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includeOSD = includeOSD
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};
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UpdateSourceInternal(job);
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return job.offscreenBB;
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}
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class FakeVideoProvider : IVideoProvider
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{
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public int[] GetVideoBuffer() { return new int[] {}; }
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public int VirtualWidth { get; set; }
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public int VirtualHeight { get; set; }
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public int BufferWidth { get; set; }
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public int BufferHeight { get; set; }
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public int BackgroundColor { get; set; }
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public int VsyncNumerator
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{
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get { throw new InvalidOperationException(); }
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}
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public int VsyncDenominator
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{
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get { throw new InvalidOperationException(); }
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}
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}
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void FixRatio(float x, float y, int inw, int inh, out int outw, out int outh)
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{
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float ratio = x / y;
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if (ratio <= 1)
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{
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//taller. weird. expand height.
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outw = inw;
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outh = (int)((float)inw / ratio);
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}
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else
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{
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//wider. normal. expand width.
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outw = (int)((float)inh * ratio);
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outh = inh;
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}
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}
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/// <summary>
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/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
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/// TODO - this needs to be redone with a concept different from zoom factor.
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/// basically, each increment of a 'zoomlike' factor should definitely increase the viewable area somehow, even if it isnt strictly by an entire zoom level.
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/// </summary>
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public Size CalculateClientSize(IVideoProvider videoProvider, int zoom)
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{
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bool ar_active = Global.Config.DispFixAspectRatio;
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bool ar_system = Global.Config.DispManagerAR == Config.EDispManagerAR.System;
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bool ar_custom = Global.Config.DispManagerAR == Config.EDispManagerAR.Custom;
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bool ar_customRatio = Global.Config.DispManagerAR == Config.EDispManagerAR.CustomRatio;
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bool ar_correct = ar_system || ar_custom || ar_customRatio;
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bool ar_unity = !ar_correct;
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bool ar_integer = Global.Config.DispFixScaleInteger;
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int bufferWidth = videoProvider.BufferWidth;
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int bufferHeight = videoProvider.BufferHeight;
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int virtualWidth = videoProvider.VirtualWidth;
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int virtualHeight = videoProvider.VirtualHeight;
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if (ar_custom)
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{
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virtualWidth = Global.Config.DispCustomUserARWidth;
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virtualHeight = Global.Config.DispCustomUserARHeight;
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}
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if (ar_customRatio)
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{
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FixRatio(Global.Config.DispCustomUserARX, Global.Config.DispCustomUserARY, videoProvider.BufferWidth, videoProvider.BufferHeight, out virtualWidth, out virtualHeight);
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}
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var padding = CalculateCompleteContentPadding(true, false);
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virtualWidth += padding.Horizontal;
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virtualHeight += padding.Vertical;
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padding = CalculateCompleteContentPadding(true, true);
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bufferWidth += padding.Horizontal;
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bufferHeight += padding.Vertical;
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//Console.WriteLine("DISPZOOM " + zoom); //test
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//old stuff
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var fvp = new FakeVideoProvider();
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fvp.BufferWidth = bufferWidth;
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fvp.BufferHeight = bufferHeight;
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fvp.VirtualWidth = virtualWidth;
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fvp.VirtualHeight = virtualHeight;
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Size chain_outsize = new Size(fvp.BufferWidth * zoom, fvp.BufferHeight * zoom);
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if (ar_active)
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{
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if (ar_correct)
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{
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if (ar_integer)
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{
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//ALERT COPYPASTE LAUNDROMAT
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Vector2 VS = new Vector2(virtualWidth, virtualHeight);
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Vector2 BS = new Vector2(bufferWidth, bufferHeight);
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Vector2 AR = Vector2.Divide(VS, BS);
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float target_par = (AR.X / AR.Y);
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//this would malfunction for AR <= 0.5 or AR >= 2.0
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//EDIT - in fact, we have AR like that coming from PSX, sometimes, so maybe we should solve this better
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Vector2 PS = new Vector2(1, 1);
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//here's how we define zooming, in this case:
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//make sure each step is an increment of zoom for at least one of the dimensions (or maybe both of them)
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//look for the increment which helps the AR the best
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//TODO - this cant possibly support scale factors like 1.5x
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//TODO - also, this might be messing up zooms and stuff, we might need to run this on the output size of the filter chain
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for (int i = 1; i < zoom;i++)
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{
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//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
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Vector2[] trials = new[] {
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PS + new Vector2(1, 0),
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PS + new Vector2(0, 1),
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PS + new Vector2(1, 1)
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};
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int bestIndex = -1;
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float bestValue = 1000.0f;
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for (int t = 0; t < trials.Length; t++)
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{
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//I.
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float test_ar = trials[t].X / trials[t].Y;
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//II.
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//Vector2 calc = Vector2.Multiply(trials[t], VS);
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//float test_ar = calc.X / calc.Y;
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//not clear which approach is superior
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float deviation_linear = Math.Abs(test_ar - target_par);
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float deviation_geom = test_ar / target_par;
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if (deviation_geom < 1) deviation_geom = 1.0f / deviation_geom;
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float value = deviation_linear;
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if (value < bestValue)
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{
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bestIndex = t;
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bestValue = value;
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}
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}
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//is it possible to get here without selecting one? doubtful.
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//EDIT: YES IT IS. it happened with an 0,0 buffer size. of course, that was a mistake, but we shouldnt crash
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if(bestIndex != -1) //so, what now? well, this will result in 0,0 getting picked, so thats probably all we can do
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PS = trials[bestIndex];
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}
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chain_outsize = new Size((int)(bufferWidth * PS.X), (int)(bufferHeight * PS.Y));
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}
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else
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{
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//obey the AR, but allow free scaling: just zoom the virtual size
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chain_outsize = new Size(virtualWidth * zoom, virtualHeight * zoom);
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}
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}
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else
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{
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//ar_unity:
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//just choose to zoom the buffer (make no effort to incorporate AR)
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chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
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}
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}
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else
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{
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//!ar_active:
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//just choose to zoom the buffer (make no effort to incorporate AR)
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chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
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}
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chain_outsize.Width += ClientExtraPadding.Horizontal;
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chain_outsize.Height += ClientExtraPadding.Vertical;
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var job = new JobInfo
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{
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videoProvider = fvp,
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simulate = true,
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chain_outsize = chain_outsize,
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};
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var filterProgram = UpdateSourceInternal(job);
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var size = filterProgram.Filters[filterProgram.Filters.Count - 1].FindOutput().SurfaceFormat.Size;
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return size;
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}
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class JobInfo
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{
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public IVideoProvider videoProvider;
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public bool simulate;
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public Size chain_outsize;
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public bool offscreen;
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public BitmapBuffer offscreenBB;
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public bool includeOSD;
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}
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FilterProgram UpdateSourceInternal(JobInfo job)
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{
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if (job.chain_outsize.Width == 0 || job.chain_outsize.Height == 0)
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{
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//this has to be a NOP, because lots of stuff will malfunction on a 0-sized viewport
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return null;
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}
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//no drawing actually happens. it's important not to begin drawing on a control
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if (!job.simulate && !job.offscreen)
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{
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GLManager.Activate(CR_GraphicsControl);
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}
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IVideoProvider videoProvider = job.videoProvider;
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bool simulate = job.simulate;
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Size chain_outsize = job.chain_outsize;
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//simulate = true;
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int vw = videoProvider.BufferWidth;
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int vh = videoProvider.BufferHeight;
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if (Global.Config.DispFixAspectRatio)
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{
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if (Global.Config.DispManagerAR == Config.EDispManagerAR.System)
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{
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vw = videoProvider.VirtualWidth;
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vh = videoProvider.VirtualHeight;
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}
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if (Global.Config.DispManagerAR == Config.EDispManagerAR.Custom)
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{
|
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vw = Global.Config.DispCustomUserARWidth;
|
|
vh = Global.Config.DispCustomUserARHeight;
|
|
}
|
|
if (Global.Config.DispManagerAR == Config.EDispManagerAR.CustomRatio)
|
|
{
|
|
FixRatio(Global.Config.DispCustomUserARX, Global.Config.DispCustomUserARY, videoProvider.BufferWidth, videoProvider.BufferHeight, out vw, out vh);
|
|
}
|
|
}
|
|
|
|
var padding = CalculateCompleteContentPadding(true,false);
|
|
vw += padding.Horizontal;
|
|
vh += padding.Vertical;
|
|
|
|
int[] videoBuffer = videoProvider.GetVideoBuffer();
|
|
|
|
int bufferWidth = videoProvider.BufferWidth;
|
|
int bufferHeight = videoProvider.BufferHeight;
|
|
bool isGlTextureId = videoBuffer.Length == 1;
|
|
|
|
BitmapBuffer bb = null;
|
|
Texture2d videoTexture = null;
|
|
if (!simulate)
|
|
{
|
|
if (isGlTextureId)
|
|
{
|
|
//FYI: this is a million years from happening on n64, since it's all geriatric non-FBO code
|
|
//is it workable for saturn?
|
|
videoTexture = GL.WrapGLTexture2d(new IntPtr(videoBuffer[0]), bufferWidth, bufferHeight);
|
|
}
|
|
else
|
|
{
|
|
//wrap the videoprovider data in a BitmapBuffer (no point to refactoring that many IVideoProviders)
|
|
bb = new BitmapBuffer(bufferWidth, bufferHeight, videoBuffer);
|
|
bb.DiscardAlpha();
|
|
|
|
//now, acquire the data sent from the videoProvider into a texture
|
|
videoTexture = VideoTextureFrugalizer.Get(bb);
|
|
|
|
//lets not use this. lets define BizwareGL to make clamp by default (TBD: check opengl)
|
|
//GL.SetTextureWrapMode(videoTexture, true);
|
|
}
|
|
}
|
|
|
|
//record the size of what we received, since lua and stuff is gonna want to draw onto it
|
|
currEmuWidth = bufferWidth;
|
|
currEmuHeight = bufferHeight;
|
|
|
|
//build the default filter chain and set it up with services filters will need
|
|
Size chain_insize = new Size(bufferWidth, bufferHeight);
|
|
|
|
var filterProgram = BuildDefaultChain(chain_insize, chain_outsize, job.includeOSD);
|
|
filterProgram.GuiRenderer = Renderer;
|
|
filterProgram.GL = GL;
|
|
|
|
//setup the source image filter
|
|
EmuHawk.Filters.SourceImage fInput = filterProgram["input"] as EmuHawk.Filters.SourceImage;
|
|
fInput.Texture = videoTexture;
|
|
|
|
//setup the final presentation filter
|
|
EmuHawk.Filters.FinalPresentation fPresent = filterProgram["presentation"] as EmuHawk.Filters.FinalPresentation;
|
|
fPresent.VirtualTextureSize = new Size(vw, vh);
|
|
fPresent.TextureSize = new Size(bufferWidth, bufferHeight);
|
|
fPresent.BackgroundColor = videoProvider.BackgroundColor;
|
|
fPresent.GuiRenderer = Renderer;
|
|
fPresent.Flip = isGlTextureId;
|
|
fPresent.Config_FixAspectRatio = Global.Config.DispFixAspectRatio;
|
|
fPresent.Config_FixScaleInteger = Global.Config.DispFixScaleInteger;
|
|
fPresent.Padding = ClientExtraPadding;
|
|
fPresent.AutoPrescale = Global.Config.DispAutoPrescale;
|
|
|
|
fPresent.GL = GL;
|
|
|
|
filterProgram.Compile("default", chain_insize, chain_outsize, !job.offscreen);
|
|
|
|
if (simulate)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
CurrentFilterProgram = filterProgram;
|
|
UpdateSourceDrawingWork(job);
|
|
}
|
|
|
|
//cleanup:
|
|
if (bb != null) bb.Dispose();
|
|
|
|
return filterProgram;
|
|
}
|
|
|
|
void UpdateSourceDrawingWork(JobInfo job)
|
|
{
|
|
bool vsync = false;
|
|
bool alternateVsync = false;
|
|
//only used by alternate vsync
|
|
IGL_SlimDX9 dx9 = null;
|
|
|
|
if (!job.offscreen)
|
|
{
|
|
//apply the vsync setting (should probably try to avoid repeating this)
|
|
vsync = Global.Config.VSyncThrottle || Global.Config.VSync;
|
|
|
|
//ok, now this is a bit undesireable.
|
|
//maybe the user wants vsync, but not vsync throttle.
|
|
//this makes sense... but we dont have the infrastructure to support it now (we'd have to enable triple buffering or something like that)
|
|
//so what we're gonna do is disable vsync no matter what if throttling is off, and maybe nobody will notice.
|
|
//update 26-mar-2016: this upsets me. When fastforwarding and skipping frames, vsync should still work. But I'm not changing it yet
|
|
if (Global.DisableSecondaryThrottling)
|
|
vsync = false;
|
|
|
|
//for now, it's assumed that the presentation panel is the main window, but that may not always be true
|
|
if (vsync && Global.Config.DispAlternateVsync && Global.Config.VSyncThrottle)
|
|
{
|
|
dx9 = GL as IGL_SlimDX9;
|
|
if (dx9 != null)
|
|
{
|
|
alternateVsync = true;
|
|
//unset normal vsync if we've chosen the alternate vsync
|
|
vsync = false;
|
|
}
|
|
}
|
|
|
|
//TODO - whats so hard about triple buffering anyway? just enable it always, and change api to SetVsync(enable,throttle)
|
|
//maybe even SetVsync(enable,throttlemethod) or just SetVsync(enable,throttle,advanced)
|
|
|
|
if (LastVsyncSetting != vsync || LastVsyncSettingGraphicsControl != presentationPanel.GraphicsControl)
|
|
{
|
|
if (LastVsyncSetting == null && vsync)
|
|
{
|
|
// Workaround for vsync not taking effect at startup (Intel graphics related?)
|
|
presentationPanel.GraphicsControl.SetVsync(false);
|
|
}
|
|
presentationPanel.GraphicsControl.SetVsync(vsync);
|
|
LastVsyncSettingGraphicsControl = presentationPanel.GraphicsControl;
|
|
LastVsyncSetting = vsync;
|
|
}
|
|
}
|
|
|
|
//begin rendering on this context
|
|
//should this have been done earlier?
|
|
//do i need to check this on an intel video card to see if running excessively is a problem? (it used to be in the FinalTarget command below, shouldnt be a problem)
|
|
//GraphicsControl.Begin(); //CRITICAL POINT for yabause+GL
|
|
|
|
//TODO - auto-create and age these (and dispose when old)
|
|
int rtCounter = 0;
|
|
|
|
CurrentFilterProgram.RenderTargetProvider = new DisplayManagerRenderTargetProvider((size) => ShaderChainFrugalizers[rtCounter++].Get(size));
|
|
|
|
GL.BeginScene();
|
|
|
|
//run filter chain
|
|
Texture2d texCurr = null;
|
|
RenderTarget rtCurr = null;
|
|
bool inFinalTarget = false;
|
|
foreach (var step in CurrentFilterProgram.Program)
|
|
{
|
|
switch (step.Type)
|
|
{
|
|
case FilterProgram.ProgramStepType.Run:
|
|
{
|
|
int fi = (int)step.Args;
|
|
var f = CurrentFilterProgram.Filters[fi];
|
|
f.SetInput(texCurr);
|
|
f.Run();
|
|
var orec = f.FindOutput();
|
|
if (orec != null)
|
|
{
|
|
if (orec.SurfaceDisposition == SurfaceDisposition.Texture)
|
|
{
|
|
texCurr = f.GetOutput();
|
|
rtCurr = null;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
case FilterProgram.ProgramStepType.NewTarget:
|
|
{
|
|
var size = (Size)step.Args;
|
|
rtCurr = ShaderChainFrugalizers[rtCounter++].Get(size);
|
|
rtCurr.Bind();
|
|
CurrentFilterProgram.CurrRenderTarget = rtCurr;
|
|
break;
|
|
}
|
|
case FilterProgram.ProgramStepType.FinalTarget:
|
|
{
|
|
var size = (Size)step.Args;
|
|
inFinalTarget = true;
|
|
rtCurr = null;
|
|
CurrentFilterProgram.CurrRenderTarget = null;
|
|
GL.BindRenderTarget(null);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
GL.EndScene();
|
|
|
|
if (job.offscreen)
|
|
{
|
|
job.offscreenBB = rtCurr.Texture2d.Resolve();
|
|
job.offscreenBB.DiscardAlpha();
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(inFinalTarget);
|
|
|
|
//wait for vsync to begin
|
|
if (alternateVsync) dx9.AlternateVsyncPass(0);
|
|
|
|
//present and conclude drawing
|
|
presentationPanel.GraphicsControl.SwapBuffers();
|
|
|
|
//wait for vsync to end
|
|
if (alternateVsync) dx9.AlternateVsyncPass(1);
|
|
|
|
//nope. dont do this. workaround for slow context switching on intel GPUs. just switch to another context when necessary before doing anything
|
|
//presentationPanel.GraphicsControl.End();
|
|
}
|
|
}
|
|
|
|
bool? LastVsyncSetting;
|
|
GraphicsControl LastVsyncSettingGraphicsControl;
|
|
}
|
|
} |