dolphin/Source/Core/VideoBackends/Software/SWRenderer.cpp

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// Copyright 2009 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#include <algorithm>
#include <atomic>
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#include <mutex>
#include <string>
#include "Common/CommonTypes.h"
#include "Common/StringUtil.h"
#include "Core/Core.h"
#include "VideoBackends/Software/SWCommandProcessor.h"
#include "VideoBackends/Software/SWOGLWindow.h"
#include "VideoBackends/Software/SWRenderer.h"
#include "VideoBackends/Software/SWStatistics.h"
#include "VideoCommon/ImageWrite.h"
#include "VideoCommon/OnScreenDisplay.h"
static u8 *s_xfbColorTexture[2];
static int s_currentColorTexture = 0;
static std::atomic<bool> s_bScreenshot;
static std::mutex s_criticalScreenshot;
static std::string s_sScreenshotName;
void SWRenderer::Init()
{
s_bScreenshot.store(false);
}
void SWRenderer::Shutdown()
{
delete[] s_xfbColorTexture[0];
delete[] s_xfbColorTexture[1];
}
void SWRenderer::Prepare()
{
s_xfbColorTexture[0] = new u8[MAX_XFB_WIDTH * MAX_XFB_HEIGHT * 4];
s_xfbColorTexture[1] = new u8[MAX_XFB_WIDTH * MAX_XFB_HEIGHT * 4];
s_currentColorTexture = 0;
}
void SWRenderer::SetScreenshot(const char *_szFilename)
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
s_sScreenshotName = _szFilename;
s_bScreenshot.store(true);
}
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
SWOGLWindow::s_instance->PrintText(pstr, left, top, color);
}
void SWRenderer::DrawDebugText()
{
std::string debugtext;
if (g_SWVideoConfig.bShowStats)
{
debugtext += StringFromFormat("Objects: %i\n", swstats.thisFrame.numDrawnObjects);
debugtext += StringFromFormat("Primitives: %i\n", swstats.thisFrame.numPrimatives);
debugtext += StringFromFormat("Vertices Loaded: %i\n", swstats.thisFrame.numVerticesLoaded);
debugtext += StringFromFormat("Triangles Input: %i\n", swstats.thisFrame.numTrianglesIn);
debugtext += StringFromFormat("Triangles Rejected: %i\n", swstats.thisFrame.numTrianglesRejected);
debugtext += StringFromFormat("Triangles Culled: %i\n", swstats.thisFrame.numTrianglesCulled);
debugtext += StringFromFormat("Triangles Clipped: %i\n", swstats.thisFrame.numTrianglesClipped);
debugtext += StringFromFormat("Triangles Drawn: %i\n", swstats.thisFrame.numTrianglesDrawn);
debugtext += StringFromFormat("Rasterized Pix: %i\n", swstats.thisFrame.rasterizedPixels);
debugtext += StringFromFormat("TEV Pix In: %i\n", swstats.thisFrame.tevPixelsIn);
debugtext += StringFromFormat("TEV Pix Out: %i\n", swstats.thisFrame.tevPixelsOut);
}
// Render a shadow, and then the text.
SWRenderer::RenderText(debugtext.c_str(), 21, 21, 0xDD000000);
SWRenderer::RenderText(debugtext.c_str(), 20, 20, 0xFFFFFF00);
}
u8* SWRenderer::GetNextColorTexture()
{
return s_xfbColorTexture[!s_currentColorTexture];
}
u8* SWRenderer::GetCurrentColorTexture()
{
return s_xfbColorTexture[s_currentColorTexture];
}
void SWRenderer::SwapColorTexture()
{
s_currentColorTexture = !s_currentColorTexture;
}
void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed *xfb, u32 fbWidth, u32 fbHeight)
{
if (fbWidth * fbHeight > MAX_XFB_WIDTH * MAX_XFB_HEIGHT)
{
ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight);
return;
}
u32 offset = 0;
u8 *TexturePointer = GetNextColorTexture();
for (u16 y = 0; y < fbHeight; y++)
{
for (u16 x = 0; x < fbWidth; x+=2)
{
// We do this one color sample (aka 2 RGB pixles) at a time
int Y1 = xfb[x].Y - 16;
int Y2 = xfb[x + 1].Y - 16;
int U = int(xfb[x].UV) - 128;
int V = int(xfb[x + 1].UV) - 128;
// We do the inverse BT.601 conversion for YCbCr to RGB
// http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 + 1.596f * V), 0, 255);
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 - 0.392f * U - 0.813f * V), 0, 255);
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 + 2.017f * U ), 0, 255);
TexturePointer[offset++] = 255;
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 + 1.596f * V), 0, 255);
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 - 0.392f * U - 0.813f * V), 0, 255);
TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 + 2.017f * U ), 0, 255);
TexturePointer[offset++] = 255;
}
xfb += fbWidth;
}
SwapColorTexture();
}
// Called on the GPU thread
void SWRenderer::Swap(u32 fbWidth, u32 fbHeight)
{
// Save screenshot
if (s_bScreenshot.load())
{
std::lock_guard<std::mutex> lk(s_criticalScreenshot);
TextureToPng(GetCurrentColorTexture(), fbWidth * 4, s_sScreenshotName, fbWidth, fbHeight, false);
// Reset settings
s_sScreenshotName.clear();
s_bScreenshot.store(false);
}
OSD::DoCallbacks(OSD::OSD_ONFRAME);
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DrawDebugText();
SWOGLWindow::s_instance->ShowImage(GetCurrentColorTexture(), fbWidth * 4, fbWidth, fbHeight, 1.0);
swstats.frameCount++;
swstats.ResetFrame();
Core::Callback_VideoCopiedToXFB(true); // FIXME: should this function be called FrameRendered?
}