dolphin/Source/Plugins/Plugin_VideoOGL/Src/XFB.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
/////////////////////////////////////////////////////////////////////////
// File description
/* ---------------
This file handles the External Frame Buffer (XFB). The XFB is a storage point when the picture is resized
by the system to the correct display format for output to the TV. In most cases its function can be
supplemented by the equivalent adjustments in glScissor and glViewport (or their DirectX equivalents). But
for some homebrew games these functions are necessary because the homebrew game communicate directly with
them.
///////////////////////////////////*/
#include "Globals.h"
#include "GLUtil.h"
#include "MemoryUtil.h"
#include "Render.h"
#include "TextureMngr.h"
#include "VertexShaderManager.h"
#include "XFBConvert.h"
#include "TextureConverter.h"
#define XFB_USE_SHADERS 1
enum {
XFB_BUF_HEIGHT = 538, //480,
// TODO: figure out what to do with PAL
};
#if XFB_USE_SHADERS
static GLuint xfb_decoded_texture;
static int XFBInitStatus = 0;
static struct
{
u8* pXFB;
u32 width;
u32 height;
s32 yOffset;
} tUpdateXFBArgs;
void XFB_SetUpdateArgs(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset);
void XFB_Init()
{
glGenTextures(1, &xfb_decoded_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_BUF_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
XFBInitStatus = 1;
}
void XFB_Shutdown()
{
glDeleteTextures(1, &xfb_decoded_texture);
XFBInitStatus = 0;
}
int XFB_isInit()
{
return XFBInitStatus;
}
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
TRectangle renderSrcRc;
renderSrcRc.left = sourceRc.left;
renderSrcRc.right = sourceRc.right;
// OpenGL upside down as usual...
renderSrcRc.top = Renderer::GetTargetHeight() - sourceRc.top;
renderSrcRc.bottom = Renderer::GetTargetHeight() - sourceRc.bottom;
TextureConverter::EncodeToRamYUYV(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
}
// Draw the XFB straight to the OpenGL backbuffer.
void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
{
TextureConverter::DecodeToTexture(xfb_in_ram, width, height, xfb_decoded_texture);
OpenGL_Update(); // just updates the render window position and the backbuffer size
Renderer::ResetGLState();
TextureMngr::EnableTexRECT(0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_decoded_texture);
TRectangle back_rc;
ComputeBackbufferRectangle(&back_rc);
glViewport(back_rc.left, back_rc.top, back_rc.right - back_rc.left, back_rc.bottom - back_rc.top);
GL_REPORT_ERRORD();
float w = (float)width;
float h = (float)height;
float yOff = (float)yOffset;
glBegin(GL_QUADS);
glTexCoord2f(w, 0 - yOff); glVertex2f(1, -1);
glTexCoord2f(w, h - yOff); glVertex2f(1, 1);
glTexCoord2f(0, h - yOff); glVertex2f(-1, 1);
glTexCoord2f(0, 0 - yOff); glVertex2f(-1,-1);
glEnd();
TextureMngr::DisableStage(0);
Renderer::SwapBuffers();
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
void XFB_Draw()
{
XFB_Draw(tUpdateXFBArgs.pXFB, tUpdateXFBArgs.width, tUpdateXFBArgs.height, tUpdateXFBArgs.yOffset);
}
void XFB_SetUpdateArgs(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
{
tUpdateXFBArgs.pXFB = _pXFB;
tUpdateXFBArgs.width = _dwWidth;
tUpdateXFBArgs.height = _dwHeight;
tUpdateXFBArgs.yOffset = _dwYOffset;
}
#else
static GLuint xfb_texture;
static u8 *xfb_buffer = 0;
static u8 *efb_buffer = 0;
static GLuint s_xfbFrameBuffer = 0;
static GLuint s_xfbRenderBuffer = 0;
void XFB_Init()
{
// used to render XFB
xfb_buffer = new u8[XFB_WIDTH * XFB_BUF_HEIGHT * 4];
memset(xfb_buffer, 0, XFB_WIDTH * XFB_BUF_HEIGHT * 4);
glGenTextures(1, &xfb_texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
// used to render EFB
glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
// Ensure efb_buffer is aligned.
efb_buffer = (u8 *)AllocateMemoryPages(nBackbufferWidth * nBackbufferHeight * 4);
}
void XFB_Shutdown()
{
glDeleteFramebuffersEXT(1, &s_xfbFrameBuffer);
glDeleteTextures(1, &xfb_texture);
xfb_texture = 0;
delete [] xfb_buffer;
xfb_buffer = 0;
FreeMemoryPages(efb_buffer, nBackbufferWidth * nBackbufferHeight * 4);
}
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
Renderer::SetRenderMode(Renderer::RM_Normal);
Renderer::ResetGLState();
// Switch to XFB frame buffer.
Renderer::SetFramebuffer(s_xfbFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
GL_REPORT_ERRORD();
glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, Renderer::GetRenderTarget());
TextureMngr::EnableTexRECT(0);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(0, nBackbufferHeight); glVertex2f(-1,-1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(nBackbufferWidth, 0); glVertex2f(1,1);
glTexCoord2f(nBackbufferWidth, nBackbufferHeight); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
int width = sourceRc.right - sourceRc.left;
int height = sourceRc.bottom - sourceRc.top;
glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
GL_REPORT_ERRORD();
Renderer::SetFramebuffer(0);
Renderer::RestoreGLState();
VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
}
void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
{
OpenGL_Update(); // just updates the render window position and the backbuffer size
Renderer::SetRenderMode(Renderer::RM_Normal);
// render to the real buffer now
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
glViewport(nXoff, nYoff, nBackbufferWidth, nBackbufferHeight);
Renderer::ResetGLState();
ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfb_texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
TextureMngr::EnableTexRECT(0);
for (int i = 1; i < 8; ++i)
TextureMngr::DisableStage(i);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
glEnd();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureMngr::DisableStage(0);
Renderer::SwapBuffers();
Renderer::RestoreGLState();
GL_REPORT_ERRORD();
}
#endif