BizHawk/BizHawk.Client.EmuHawk/DisplayManager/DisplayManager.cs

995 lines
36 KiB
C#

//TODO
//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
using System;
using System.IO;
using System.Collections.Generic;
using System.Diagnostics;
using System.Drawing;
using BizHawk.Emulation.Common;
using BizHawk.Client.Common;
using BizHawk.Client.EmuHawk.FilterManager;
using BizHawk.Bizware.BizwareGL;
using OpenTK;
using BizHawk.Bizware.BizwareGL.Drivers.SlimDX;
using BizHawk.Bizware.BizwareGL.Drivers.GdiPlus;
namespace BizHawk.Client.EmuHawk
{
/// <summary>
/// A DisplayManager is destined forevermore to drive the PresentationPanel it gets initialized with.
/// Its job is to receive OSD and emulator outputs, and produce one single buffer (BitampBuffer? Texture2d?) for display by the PresentationPanel.
/// Details TBD
/// </summary>
public class DisplayManager : IDisposable
{
class DisplayManagerRenderTargetProvider : IRenderTargetProvider
{
public DisplayManagerRenderTargetProvider(Func<Size, RenderTarget> callback) { Callback = callback; }
Func<Size, RenderTarget> Callback;
RenderTarget IRenderTargetProvider.Get(Size size)
{
return Callback(size);
}
}
public DisplayManager(PresentationPanel presentationPanel)
{
GL = GlobalWin.GL;
GLManager = GlobalWin.GLManager;
this.presentationPanel = presentationPanel;
GraphicsControl = this.presentationPanel.GraphicsControl;
CR_GraphicsControl = GLManager.GetContextForGraphicsControl(GraphicsControl);
//it's sort of important for these to be initialized to something nonzero
currEmuWidth = currEmuHeight = 1;
Renderer = GL.CreateRenderer();
VideoTextureFrugalizer = new TextureFrugalizer(GL);
ShaderChainFrugalizers = new RenderTargetFrugalizer[16]; //hacky hardcoded limit.. need some other way to manage these
for (int i = 0; i < 16; i++)
{
ShaderChainFrugalizers[i] = new RenderTargetFrugalizer(GL);
}
using (var xml = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.courier16px.fnt"))
using (var tex = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.courier16px_0.png"))
TheOneFont = new StringRenderer(GL, xml, tex);
using (var gens = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.gens.ttf"))
LoadCustomFont(gens);
using (var fceux = typeof(Program).Assembly.GetManifestResourceStream("BizHawk.Client.EmuHawk.Resources.fceux.ttf"))
LoadCustomFont(fceux);
if (GL is BizHawk.Bizware.BizwareGL.Drivers.OpenTK.IGL_TK || GL is BizHawk.Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9)
{
var fiHq2x = new FileInfo(Path.Combine(PathManager.GetExeDirectoryAbsolute(), "Shaders/BizHawk/hq2x.cgp"));
if (fiHq2x.Exists)
using (var stream = fiHq2x.OpenRead())
ShaderChain_hq2x = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathManager.GetExeDirectoryAbsolute(), "Shaders/BizHawk"));
var fiScanlines = new FileInfo(Path.Combine(PathManager.GetExeDirectoryAbsolute(), "Shaders/BizHawk/BizScanlines.cgp"));
if (fiScanlines.Exists)
using (var stream = fiScanlines.OpenRead())
ShaderChain_scanlines = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathManager.GetExeDirectoryAbsolute(), "Shaders/BizHawk"));
string bicubic_path = "Shaders/BizHawk/bicubic-fast.cgp";
if(GL is BizHawk.Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9)
bicubic_path = "Shaders/BizHawk/bicubic-normal.cgp";
var fiBicubic = new FileInfo(Path.Combine(PathManager.GetExeDirectoryAbsolute(), bicubic_path));
if (fiBicubic.Exists)
using (var stream = fiBicubic.Open(FileMode.Open, FileAccess.Read, FileShare.Read))
ShaderChain_bicubic = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.Combine(PathManager.GetExeDirectoryAbsolute(), "Shaders/BizHawk"));
}
LuaSurfaceSets["emu"] = new SwappableDisplaySurfaceSet();
LuaSurfaceSets["native"] = new SwappableDisplaySurfaceSet();
LuaSurfaceFrugalizers["emu"] = new TextureFrugalizer(GL);
LuaSurfaceFrugalizers["native"] = new TextureFrugalizer(GL);
RefreshUserShader();
}
public bool Disposed { get; private set; }
public void Dispose()
{
if (Disposed) return;
Disposed = true;
VideoTextureFrugalizer.Dispose();
foreach (var f in LuaSurfaceFrugalizers.Values)
f.Dispose();
foreach (var f in ShaderChainFrugalizers)
if (f != null)
f.Dispose();
foreach (var s in new[] { ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic, ShaderChain_user })
if (s != null)
s.Dispose();
TheOneFont.Dispose();
Renderer.Dispose();
}
//rendering resources:
IGL GL;
GLManager GLManager;
StringRenderer TheOneFont;
IGuiRenderer Renderer;
//layer resources
PresentationPanel presentationPanel; //well, its the final layer's target, at least
GraphicsControl GraphicsControl; //well, its the final layer's target, at least
GLManager.ContextRef CR_GraphicsControl;
FilterProgram CurrentFilterProgram;
/// <summary>
/// these variables will track the dimensions of the last frame's (or the next frame? this is confusing) emulator native output size
/// THIS IS OLD JUNK. I should get rid of it, I think. complex results from the last filter ingestion should be saved instead.
/// </summary>
int currEmuWidth, currEmuHeight;
/// <summary>
/// additional pixels added at the unscaled level for the use of lua drawing. essentially increases the input video provider dimensions
/// </summary>
public System.Windows.Forms.Padding GameExtraPadding;
/// <summary>
/// additional pixels added at the native level for the use of lua drawing. essentially just gets tacked onto the final calculated window sizes.
/// </summary>
public System.Windows.Forms.Padding ClientExtraPadding;
/// <summary>
/// custom fonts that don't need to be installed on the user side
/// </summary>
public System.Drawing.Text.PrivateFontCollection CustomFonts = new System.Drawing.Text.PrivateFontCollection();
TextureFrugalizer VideoTextureFrugalizer;
Dictionary<string, TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, TextureFrugalizer>();
RenderTargetFrugalizer[] ShaderChainFrugalizers;
Filters.RetroShaderChain ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic;
Filters.RetroShaderChain ShaderChain_user;
public void RefreshUserShader()
{
if (ShaderChain_user != null)
ShaderChain_user.Dispose();
if (File.Exists(Global.Config.DispUserFilterPath))
{
var fi = new FileInfo(Global.Config.DispUserFilterPath);
using (var stream = fi.OpenRead())
ShaderChain_user = new Filters.RetroShaderChain(GL, new Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
}
}
System.Windows.Forms.Padding CalculateCompleteContentPadding(bool user, bool source)
{
var padding = new System.Windows.Forms.Padding();
if(user)
padding += GameExtraPadding;
//an experimental feature
if(source)
if (Global.Emulator is BizHawk.Emulation.Cores.Sony.PSX.Octoshock)
{
var psx = Global.Emulator as BizHawk.Emulation.Cores.Sony.PSX.Octoshock;
var core_padding = psx.VideoProvider_Padding;
padding.Left += core_padding.Width / 2;
padding.Right += core_padding.Width - core_padding.Width / 2;
padding.Top += core_padding.Height / 2;
padding.Bottom += core_padding.Height - core_padding.Height / 2;
}
return padding;
}
FilterProgram BuildDefaultChain(Size chain_insize, Size chain_outsize, bool includeOSD)
{
//select user special FX shader chain
Dictionary<string, object> selectedChainProperties = new Dictionary<string, object>();
Filters.RetroShaderChain selectedChain = null;
if (Global.Config.TargetDisplayFilter == 1 && ShaderChain_hq2x != null && ShaderChain_hq2x.Available)
selectedChain = ShaderChain_hq2x;
if (Global.Config.TargetDisplayFilter == 2 && ShaderChain_scanlines != null && ShaderChain_scanlines.Available)
{
selectedChain = ShaderChain_scanlines;
selectedChainProperties["uIntensity"] = 1.0f - Global.Config.TargetScanlineFilterIntensity / 256.0f;
}
if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available)
selectedChain = ShaderChain_user;
Filters.FinalPresentation fPresent = new Filters.FinalPresentation(chain_outsize);
Filters.SourceImage fInput = new Filters.SourceImage(chain_insize);
Filters.OSD fOSD = new Filters.OSD();
fOSD.RenderCallback = () =>
{
if (!includeOSD)
return;
var size = fOSD.FindInput().SurfaceFormat.Size;
Renderer.Begin(size.Width, size.Height);
MyBlitter myBlitter = new MyBlitter(this);
myBlitter.ClipBounds = new Rectangle(0, 0, size.Width, size.Height);
Renderer.SetBlendState(GL.BlendNormal);
GlobalWin.OSD.Begin(myBlitter);
GlobalWin.OSD.DrawScreenInfo(myBlitter);
GlobalWin.OSD.DrawMessages(myBlitter);
Renderer.End();
};
var chain = new FilterProgram();
//add the first filter, encompassing output from the emulator core
chain.AddFilter(fInput, "input");
//if a non-zero padding is required, add a filter to allow for that
//note, we have two sources of padding right now.. one can come from the videoprovider and one from the user.
//we're combining these now and just using black, for sake of being lean, despite the discussion below:
//keep in mind, the videoprovider design in principle might call for another color.
//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)
var padding = CalculateCompleteContentPadding(true,true);
if (padding.Vertical != 0 || padding.Horizontal != 0)
{
//TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe theres enough similarities to justify it.
Size size = chain_insize;
size.Width += padding.Horizontal;
size.Height += padding.Vertical;
Filters.FinalPresentation fPadding = new Filters.FinalPresentation(size);
chain.AddFilter(fPadding, "padding");
fPadding.GuiRenderer = Renderer;
fPadding.GL = GL;
fPadding.Config_PadOnly = true;
fPadding.Padding = padding;
}
//add lua layer 'emu'
AppendLuaLayer(chain, "emu");
if (Global.Config.DispPrescale != 1)
{
Filters.PrescaleFilter fPrescale = new Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale };
chain.AddFilter(fPrescale, "user_prescale");
}
//add user-selected retro shader
if (selectedChain != null)
AppendRetroShaderChain(chain, "retroShader", selectedChain, selectedChainProperties);
//AutoPrescale makes no sense for a None final filter
if (Global.Config.DispAutoPrescale && Global.Config.DispFinalFilter != (int)Filters.FinalPresentation.eFilterOption.None)
{
var apf = new Filters.AutoPrescaleFilter();
chain.AddFilter(apf, "auto_prescale");
}
//choose final filter
Filters.FinalPresentation.eFilterOption finalFilter = Filters.FinalPresentation.eFilterOption.None;
if (Global.Config.DispFinalFilter == 1) finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear;
if (Global.Config.DispFinalFilter == 2) finalFilter = Filters.FinalPresentation.eFilterOption.Bicubic;
//if bicubic is selected and unavailable, dont use it. use bilinear instead I guess
if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic)
{
if (ShaderChain_bicubic == null || !ShaderChain_bicubic.Available)
finalFilter = Filters.FinalPresentation.eFilterOption.Bilinear;
}
fPresent.FilterOption = finalFilter;
//now if bicubic is chosen, insert it
if (finalFilter == Filters.FinalPresentation.eFilterOption.Bicubic)
AppendRetroShaderChain(chain, "bicubic", ShaderChain_bicubic, null);
//add final presentation
chain.AddFilter(fPresent, "presentation");
//add lua layer 'native'
AppendLuaLayer(chain, "native");
//and OSD goes on top of that
//TODO - things break if this isnt present (the final presentation filter gets messed up when used with prescaling)
//so, always include it (we'll handle this flag in the callback to do no rendering)
//if (includeOSD)
chain.AddFilter(fOSD, "osd");
return chain;
}
void AppendRetroShaderChain(FilterProgram program, string name, Filters.RetroShaderChain retroChain, Dictionary<string, object> properties)
{
for (int i = 0; i < retroChain.Passes.Length; i++)
{
var pass = retroChain.Passes[i];
var rsp = new Filters.RetroShaderPass(retroChain, i);
string fname = string.Format("{0}[{1}]", name, i);
program.AddFilter(rsp, fname);
rsp.Parameters = properties;
}
}
Filters.LuaLayer AppendLuaLayer(FilterProgram chain, string name)
{
Texture2d luaNativeTexture = null;
var luaNativeSurface = LuaSurfaceSets[name].GetCurrent();
if (luaNativeSurface == null)
return null;
luaNativeTexture = LuaSurfaceFrugalizers[name].Get(luaNativeSurface);
var fLuaLayer = new Filters.LuaLayer();
fLuaLayer.SetTexture(luaNativeTexture);
chain.AddFilter(fLuaLayer, name);
return fLuaLayer;
}
/// <summary>
/// Using the current filter program, turn a mouse coordinate from window space to the original emulator screen space.
/// </summary>
public Point UntransformPoint(Point p)
{
//first, turn it into a window coordinate
p = presentationPanel.Control.PointToClient(p);
//now, if theres no filter program active, just give up
if (CurrentFilterProgram == null) return p;
//otherwise, have the filter program untransform it
Vector2 v = new Vector2(p.X, p.Y);
v = CurrentFilterProgram.UntransformPoint("default",v);
return new Point((int)v.X, (int)v.Y);
}
/// <summary>
/// Using the current filter program, turn a emulator screen space coordinate to a window coordinate (suitable for lua layer drawing)
/// </summary>
public Point TransformPoint(Point p)
{
//now, if theres no filter program active, just give up
if (CurrentFilterProgram == null) return p;
//otherwise, have the filter program untransform it
Vector2 v = new Vector2(p.X, p.Y);
v = CurrentFilterProgram.TransformPoint("default", v);
return new Point((int)v.X, (int)v.Y);
}
/// <summary>
/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
/// Then it will stuff it into the bound PresentationPanel.
/// ---
/// If the int[] is size=1, then it contains an openGL texture ID (and the size should be as specified from videoProvider)
/// Don't worry about the case where the frontend isnt using opengl; DisplayManager deals with it
/// </summary>
public void UpdateSource(IVideoProvider videoProvider)
{
bool displayNothing = Global.Config.DispSpeedupFeatures == 0;
var job = new JobInfo
{
videoProvider = videoProvider,
simulate = displayNothing,
chain_outsize = GraphicsControl.Size,
includeOSD = true,
};
UpdateSourceInternal(job);
}
public BitmapBuffer RenderVideoProvider(IVideoProvider videoProvider)
{
//TODO - we might need to gather more Global.Config.DispXXX properties here, so they can be overridden
var targetSize = new Size(videoProvider.BufferWidth, videoProvider.BufferHeight);
var padding = CalculateCompleteContentPadding(true,true);
targetSize.Width += padding.Horizontal;
targetSize.Height += padding.Vertical;
var job = new JobInfo
{
videoProvider = videoProvider,
simulate = false,
chain_outsize = targetSize,
offscreen = true,
includeOSD = false
};
UpdateSourceInternal(job);
return job.offscreenBB;
}
/// <summary>
/// Does the entire display process to an offscreen buffer, suitable for a 'client' screenshot.
/// </summary>
public BitmapBuffer RenderOffscreen(IVideoProvider videoProvider, bool includeOSD)
{
var job = new JobInfo
{
videoProvider = videoProvider,
simulate = false,
chain_outsize = GraphicsControl.Size,
offscreen = true,
includeOSD = includeOSD
};
UpdateSourceInternal(job);
return job.offscreenBB;
}
class FakeVideoProvider : IVideoProvider
{
public int[] GetVideoBuffer() { return new int[] {}; }
public int VirtualWidth { get; set; }
public int VirtualHeight { get; set; }
public int BufferWidth { get; set; }
public int BufferHeight { get; set; }
public int BackgroundColor { get; set; }
public int VsyncNumerator
{
get { throw new InvalidOperationException(); }
}
public int VsyncDenominator
{
get { throw new InvalidOperationException(); }
}
}
void FixRatio(float x, float y, int inw, int inh, out int outw, out int outh)
{
float ratio = x / y;
if (ratio <= 1)
{
//taller. weird. expand height.
outw = inw;
outh = (int)((float)inw / ratio);
}
else
{
//wider. normal. expand width.
outw = (int)((float)inh * ratio);
outh = inh;
}
}
/// <summary>
/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
/// TODO - this needs to be redone with a concept different from zoom factor.
/// basically, each increment of a 'zoomlike' factor should definitely increase the viewable area somehow, even if it isnt strictly by an entire zoom level.
/// </summary>
public Size CalculateClientSize(IVideoProvider videoProvider, int zoom)
{
bool ar_active = Global.Config.DispFixAspectRatio;
bool ar_system = Global.Config.DispManagerAR == Config.EDispManagerAR.System;
bool ar_custom = Global.Config.DispManagerAR == Config.EDispManagerAR.Custom;
bool ar_customRatio = Global.Config.DispManagerAR == Config.EDispManagerAR.CustomRatio;
bool ar_correct = ar_system || ar_custom || ar_customRatio;
bool ar_unity = !ar_correct;
bool ar_integer = Global.Config.DispFixScaleInteger;
int bufferWidth = videoProvider.BufferWidth;
int bufferHeight = videoProvider.BufferHeight;
int virtualWidth = videoProvider.VirtualWidth;
int virtualHeight = videoProvider.VirtualHeight;
if (ar_custom)
{
virtualWidth = Global.Config.DispCustomUserARWidth;
virtualHeight = Global.Config.DispCustomUserARHeight;
}
if (ar_customRatio)
{
FixRatio(Global.Config.DispCustomUserARX, Global.Config.DispCustomUserARY, videoProvider.BufferWidth, videoProvider.BufferHeight, out virtualWidth, out virtualHeight);
}
var padding = CalculateCompleteContentPadding(true, false);
virtualWidth += padding.Horizontal;
virtualHeight += padding.Vertical;
padding = CalculateCompleteContentPadding(true, true);
bufferWidth += padding.Horizontal;
bufferHeight += padding.Vertical;
//Console.WriteLine("DISPZOOM " + zoom); //test
//old stuff
var fvp = new FakeVideoProvider();
fvp.BufferWidth = bufferWidth;
fvp.BufferHeight = bufferHeight;
fvp.VirtualWidth = virtualWidth;
fvp.VirtualHeight = virtualHeight;
Size chain_outsize = new Size(fvp.BufferWidth * zoom, fvp.BufferHeight * zoom);
if (ar_active)
{
if (ar_correct)
{
if (ar_integer)
{
//ALERT COPYPASTE LAUNDROMAT
Vector2 VS = new Vector2(virtualWidth, virtualHeight);
Vector2 BS = new Vector2(bufferWidth, bufferHeight);
Vector2 AR = Vector2.Divide(VS, BS);
float target_par = (AR.X / AR.Y);
//this would malfunction for AR <= 0.5 or AR >= 2.0
//EDIT - in fact, we have AR like that coming from PSX, sometimes, so maybe we should solve this better
Vector2 PS = new Vector2(1, 1);
//here's how we define zooming, in this case:
//make sure each step is an increment of zoom for at least one of the dimensions (or maybe both of them)
//look for the increment which helps the AR the best
//TODO - this cant possibly support scale factors like 1.5x
//TODO - also, this might be messing up zooms and stuff, we might need to run this on the output size of the filter chain
for (int i = 1; i < zoom;i++)
{
//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
Vector2[] trials = new[] {
PS + new Vector2(1, 0),
PS + new Vector2(0, 1),
PS + new Vector2(1, 1)
};
int bestIndex = -1;
float bestValue = 1000.0f;
for (int t = 0; t < trials.Length; t++)
{
//I.
float test_ar = trials[t].X / trials[t].Y;
//II.
//Vector2 calc = Vector2.Multiply(trials[t], VS);
//float test_ar = calc.X / calc.Y;
//not clear which approach is superior
float deviation_linear = Math.Abs(test_ar - target_par);
float deviation_geom = test_ar / target_par;
if (deviation_geom < 1) deviation_geom = 1.0f / deviation_geom;
float value = deviation_linear;
if (value < bestValue)
{
bestIndex = t;
bestValue = value;
}
}
//is it possible to get here without selecting one? doubtful.
//EDIT: YES IT IS. it happened with an 0,0 buffer size. of course, that was a mistake, but we shouldnt crash
if(bestIndex != -1) //so, what now? well, this will result in 0,0 getting picked, so thats probably all we can do
PS = trials[bestIndex];
}
chain_outsize = new Size((int)(bufferWidth * PS.X), (int)(bufferHeight * PS.Y));
}
else
{
//obey the AR, but allow free scaling: just zoom the virtual size
chain_outsize = new Size(virtualWidth * zoom, virtualHeight * zoom);
}
}
else
{
//ar_unity:
//just choose to zoom the buffer (make no effort to incorporate AR)
chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
}
}
else
{
//!ar_active:
//just choose to zoom the buffer (make no effort to incorporate AR)
chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
}
chain_outsize.Width += ClientExtraPadding.Horizontal;
chain_outsize.Height += ClientExtraPadding.Vertical;
var job = new JobInfo
{
videoProvider = fvp,
simulate = true,
chain_outsize = chain_outsize,
};
var filterProgram = UpdateSourceInternal(job);
var size = filterProgram.Filters[filterProgram.Filters.Count - 1].FindOutput().SurfaceFormat.Size;
return size;
}
class JobInfo
{
public IVideoProvider videoProvider;
public bool simulate;
public Size chain_outsize;
public bool offscreen;
public BitmapBuffer offscreenBB;
public bool includeOSD;
}
FilterProgram UpdateSourceInternal(JobInfo job)
{
if (job.chain_outsize.Width == 0 || job.chain_outsize.Height == 0)
{
//this has to be a NOP, because lots of stuff will malfunction on a 0-sized viewport
return null;
}
//no drawing actually happens. it's important not to begin drawing on a control
if (!job.simulate && !job.offscreen)
{
GLManager.Activate(CR_GraphicsControl);
}
IVideoProvider videoProvider = job.videoProvider;
bool simulate = job.simulate;
Size chain_outsize = job.chain_outsize;
//simulate = true;
int vw = videoProvider.BufferWidth;
int vh = videoProvider.BufferHeight;
if (Global.Config.DispFixAspectRatio)
{
if (Global.Config.DispManagerAR == Config.EDispManagerAR.System)
{
vw = videoProvider.VirtualWidth;
vh = videoProvider.VirtualHeight;
}
if (Global.Config.DispManagerAR == Config.EDispManagerAR.Custom)
{
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
Filters.SourceImage fInput = filterProgram["input"] as Filters.SourceImage;
fInput.Texture = videoTexture;
//setup the final presentation filter
Filters.FinalPresentation fPresent = filterProgram["presentation"] as 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();
}
}
private void LoadCustomFont(Stream fontstream)
{
System.IntPtr data = System.Runtime.InteropServices.Marshal.AllocCoTaskMem((int)fontstream.Length);
byte[] fontdata = new byte[fontstream.Length];
fontstream.Read(fontdata, 0, (int)fontstream.Length);
System.Runtime.InteropServices.Marshal.Copy(fontdata, 0, data, (int)fontstream.Length);
CustomFonts.AddMemoryFont(data, fontdata.Length);
fontstream.Close();
System.Runtime.InteropServices.Marshal.FreeCoTaskMem(data);
}
bool? LastVsyncSetting;
GraphicsControl LastVsyncSettingGraphicsControl;
Dictionary<string, DisplaySurface> MapNameToLuaSurface = new Dictionary<string,DisplaySurface>();
Dictionary<DisplaySurface, string> MapLuaSurfaceToName = new Dictionary<DisplaySurface, string>();
Dictionary<string, SwappableDisplaySurfaceSet> LuaSurfaceSets = new Dictionary<string, SwappableDisplaySurfaceSet>();
SwappableDisplaySurfaceSet luaNativeSurfaceSet = new SwappableDisplaySurfaceSet();
public void SetLuaSurfaceNativePreOSD(DisplaySurface surface) { luaNativeSurfaceSet.SetPending(surface); }
/// <summary>
/// Peeks a locked lua surface, or returns null if it isnt locked
/// </summary>
public DisplaySurface PeekLockedLuaSurface(string name)
{
if (MapNameToLuaSurface.ContainsKey(name))
return MapNameToLuaSurface[name];
return null;
}
/// <summary>
/// Locks the requested lua surface name
/// </summary>
public DisplaySurface LockLuaSurface(string name, bool clear=true)
{
if (MapNameToLuaSurface.ContainsKey(name))
throw new InvalidOperationException("Lua surface is already locked: " + name);
SwappableDisplaySurfaceSet sdss;
if (!LuaSurfaceSets.TryGetValue(name, out sdss))
{
sdss = new SwappableDisplaySurfaceSet();
LuaSurfaceSets.Add(name, sdss);
}
//placeholder logic for more abstracted surface definitions from filter chain
int currNativeWidth = presentationPanel.NativeSize.Width;
int currNativeHeight = presentationPanel.NativeSize.Height;
currNativeWidth += ClientExtraPadding.Horizontal;
currNativeHeight += ClientExtraPadding.Vertical;
int width,height;
if(name == "emu") {
width = currEmuWidth;
height = currEmuHeight;
width += GameExtraPadding.Horizontal;
height += GameExtraPadding.Vertical;
}
else if(name == "native") { width = currNativeWidth; height = currNativeHeight; }
else throw new InvalidOperationException("Unknown lua surface name: " +name);
DisplaySurface ret = sdss.AllocateSurface(width, height, clear);
MapNameToLuaSurface[name] = ret;
MapLuaSurfaceToName[ret] = name;
return ret;
}
public void ClearLuaSurfaces()
{
foreach (var kvp in LuaSurfaceSets)
{
try
{
var surf = PeekLockedLuaSurface(kvp.Key);
DisplaySurface surfLocked = null;
if (surf == null)
surf = surfLocked = LockLuaSurface(kvp.Key,true);
//zero 21-apr-2016 - we shouldnt need this
//surf.Clear();
if (surfLocked != null)
UnlockLuaSurface(surfLocked);
LuaSurfaceSets[kvp.Key].SetPending(null);
}
catch (InvalidOperationException)
{
}
}
}
/// <summary>
/// Unlocks this DisplaySurface which had better have been locked as a lua surface
/// </summary>
public void UnlockLuaSurface(DisplaySurface surface)
{
if (!MapLuaSurfaceToName.ContainsKey(surface))
throw new InvalidOperationException("Surface was not locked as a lua surface");
string name = MapLuaSurfaceToName[surface];
MapLuaSurfaceToName.Remove(surface);
MapNameToLuaSurface.Remove(name);
LuaSurfaceSets[name].SetPending(surface);
}
//helper classes:
class MyBlitter : IBlitter
{
DisplayManager Owner;
public MyBlitter(DisplayManager dispManager)
{
Owner = dispManager;
}
class FontWrapper : IBlitterFont
{
public FontWrapper(StringRenderer font)
{
this.font = font;
}
public readonly StringRenderer font;
}
IBlitterFont IBlitter.GetFontType(string fontType) { return new FontWrapper(Owner.TheOneFont); }
void IBlitter.DrawString(string s, IBlitterFont font, Color color, float x, float y)
{
var stringRenderer = ((FontWrapper)font).font;
Owner.Renderer.SetModulateColor(color);
stringRenderer.RenderString(Owner.Renderer, x, y, s);
Owner.Renderer.SetModulateColorWhite();
}
SizeF IBlitter.MeasureString(string s, IBlitterFont font)
{
var stringRenderer = ((FontWrapper)font).font;
return stringRenderer.Measure(s);
}
public Rectangle ClipBounds { get; set; }
}
}
}