543 lines
19 KiB
C#
543 lines
19 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.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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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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this.presentationPanel = presentationPanel;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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CR_GraphicsControl = glManager.GetContextForGraphicsControl(GraphicsControl);
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_glManager = glManager;
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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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if (GL is BizHawk.Bizware.BizwareGL.Drivers.OpenTK.IGL_TK)
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Renderer = new GuiRenderer(GL);
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else if (GL is BizHawk.Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9)
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Renderer = new GuiRenderer(GL);
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else
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Renderer = new GDIPlusGuiRenderer((BizHawk.Bizware.BizwareGL.Drivers.GdiPlus.IGL_GdiPlus)GL);
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VideoTextureFrugalizer = new BizHawk.Client.EmuHawk.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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}
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//dont know what to do about this yet
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public bool NeedsToPaint { get { return true; } } // TODO
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//rendering resources:
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public IGL GL;
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IGuiRenderer Renderer;
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private GLManager _glManager;
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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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/// </summary>
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int currEmuWidth, currEmuHeight;
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BizHawk.Client.EmuHawk.TextureFrugalizer VideoTextureFrugalizer;
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Dictionary<string, BizHawk.Client.EmuHawk.TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, BizHawk.Client.EmuHawk.TextureFrugalizer>();
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RenderTargetFrugalizer[] ShaderChainFrugalizers;
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BizHawk.Client.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 BizHawk.Client.EmuHawk.Filters.RetroShaderChain(GL, new BizHawk.Client.EmuHawk.Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
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}
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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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BizHawk.Client.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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BizHawk.Client.EmuHawk.Filters.FinalPresentation fPresent = new BizHawk.Client.EmuHawk.Filters.FinalPresentation(chain_outsize);
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BizHawk.Client.EmuHawk.Filters.SourceImage fInput = new BizHawk.Client.EmuHawk.Filters.SourceImage(chain_insize);
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BizHawk.Client.EmuHawk.Filters.OSD fOSD = new BizHawk.Client.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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//choose final filter
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BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.None;
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if (Global.Config.DispFinalFilter == 1) finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.Bilinear;
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if (Global.Config.DispFinalFilter == 2) finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.Bicubic;
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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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void AppendRetroShaderChain(FilterProgram program, string name, BizHawk.Client.EmuHawk.Filters.RetroShaderChain retroChain, Dictionary<string, object> properties)
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{
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for (int i = 0; i < retroChain.Passes.Length; i++)
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{
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var pass = retroChain.Passes[i];
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var rsp = new BizHawk.Client.EmuHawk.Filters.RetroShaderPass(retroChain, i);
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string fname = string.Format("{0}[{1}]", name, i);
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program.AddFilter(rsp, fname);
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rsp.Parameters = properties;
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}
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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; it isnt supported yet, and it will be my responsibility to deal with anyway
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/// </summary>
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public void UpdateSource(IVideoProvider videoProvider)
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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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includeOSD = true
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};
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UpdateSourceInternal(job);
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}
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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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}
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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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/// </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_correct = ar_system || ar_custom;
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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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//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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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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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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_glManager.Activate(CR_GraphicsControl);
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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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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;
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vh = Global.Config.DispCustomUserARHeight;
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}
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}
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int[] videoBuffer = videoProvider.GetVideoBuffer();
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int bufferWidth = videoProvider.BufferWidth;
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int bufferHeight = videoProvider.BufferHeight;
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bool isGlTextureId = videoBuffer.Length == 1;
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//TODO - need to do some work here for GDI+ to repair gl texture ID importing
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BitmapBuffer bb = null;
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Texture2d videoTexture = null;
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if (!simulate)
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{
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if (isGlTextureId)
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{
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videoTexture = GL.WrapGLTexture2d(new IntPtr(videoBuffer[0]), bufferWidth, bufferHeight);
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}
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else
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{
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//wrap the videoprovider data in a BitmapBuffer (no point to refactoring that many IVideoProviders)
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bb = new BitmapBuffer(bufferWidth, bufferHeight, videoBuffer);
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//now, acquire the data sent from the videoProvider into a texture
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videoTexture = VideoTextureFrugalizer.Get(bb);
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GL.SetTextureWrapMode(videoTexture, true);
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}
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//TEST (to be removed once we have an actual example of bring in a texture ID from opengl emu core):
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//if (!isGlTextureId)
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//{
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// videoBuffer = new int[1] { videoTexture.Id.ToInt32() };
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// goto TESTEROO;
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//}
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}
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//record the size of what we received, since lua and stuff is gonna want to draw onto it
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currEmuWidth = bufferWidth;
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currEmuHeight = bufferHeight;
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//build the default filter chain and set it up with services filters will need
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Size chain_insize = new Size(bufferWidth, bufferHeight);
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var filterProgram = BuildDefaultChain(chain_insize, chain_outsize, job.includeOSD);
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filterProgram.GuiRenderer = Renderer;
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filterProgram.GL = GL;
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//setup the source image filter
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BizHawk.Client.EmuHawk.Filters.SourceImage fInput = filterProgram["input"] as BizHawk.Client.EmuHawk.Filters.SourceImage;
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fInput.Texture = videoTexture;
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//setup the final presentation filter
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BizHawk.Client.EmuHawk.Filters.FinalPresentation fPresent = filterProgram["presentation"] as BizHawk.Client.EmuHawk.Filters.FinalPresentation;
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fPresent.VirtualTextureSize = new Size(vw, vh);
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fPresent.TextureSize = new Size(bufferWidth, bufferHeight);
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fPresent.BackgroundColor = videoProvider.BackgroundColor;
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fPresent.GuiRenderer = Renderer;
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fPresent.GL = GL;
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filterProgram.Compile("default", chain_insize, chain_outsize, !job.offscreen);
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if (simulate)
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{
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}
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else
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{
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CurrentFilterProgram = filterProgram;
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UpdateSourceDrawingWork(job);
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}
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//cleanup:
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if (bb != null) bb.Dispose();
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return filterProgram;
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}
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void UpdateSourceDrawingWork(JobInfo job)
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{
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//begin rendering on this context
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//should this have been done earlier?
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//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)
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//GraphicsControl.Begin();
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//run filter chain
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Texture2d texCurr = null;
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RenderTarget rtCurr = null;
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int rtCounter = 0;
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bool inFinalTarget = false;
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foreach (var step in CurrentFilterProgram.Program)
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{
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switch (step.Type)
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{
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case FilterProgram.ProgramStepType.Run:
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{
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int fi = (int)step.Args;
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var f = CurrentFilterProgram.Filters[fi];
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f.SetInput(texCurr);
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f.Run();
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var orec = f.FindOutput();
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if (orec != null)
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{
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if (orec.SurfaceDisposition == SurfaceDisposition.Texture)
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{
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texCurr = f.GetOutput();
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rtCurr = null;
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}
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}
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break;
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}
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case FilterProgram.ProgramStepType.NewTarget:
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{
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var size = (Size)step.Args;
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rtCurr = ShaderChainFrugalizers[rtCounter++].Get(size);
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rtCurr.Bind();
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CurrentFilterProgram.CurrRenderTarget = rtCurr;
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break;
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}
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case FilterProgram.ProgramStepType.FinalTarget:
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{
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var size = (Size)step.Args;
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inFinalTarget = true;
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rtCurr = null;
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CurrentFilterProgram.CurrRenderTarget = null;
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GL.BindRenderTarget(null);
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break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (job.offscreen)
|
|
{
|
|
job.offscreenBB = rtCurr.Texture2d.Resolve();
|
|
}
|
|
else
|
|
{
|
|
Debug.Assert(inFinalTarget);
|
|
//apply the vsync setting (should probably try to avoid repeating this)
|
|
bool 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.
|
|
if (Global.DisableSecondaryThrottling)
|
|
vsync = false;
|
|
|
|
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;
|
|
}
|
|
|
|
//present and conclude drawing
|
|
presentationPanel.GraphicsControl.SwapBuffers();
|
|
|
|
//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;
|
|
}
|
|
|
|
} |