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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/
# include "Globals.h"
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# include <vector>
# include <cmath>
# include "GLUtil.h"
# include <Cg/cg.h>
# include <Cg/cgGL.h>
# ifdef _WIN32
# include <mmsystem.h>
# endif
# include "Config.h"
# include "Profiler.h"
# include "Statistics.h"
# include "ImageWrite.h"
# include "Render.h"
# include "OpcodeDecoding.h"
# include "BPStructs.h"
# include "TextureMngr.h"
# include "rasterfont.h"
# include "VertexShaderGen.h"
# include "PixelShaderCache.h"
# include "PixelShaderManager.h"
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# include "VertexShaderCache.h"
# include "VertexShaderManager.h"
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# include "VertexLoaderManager.h"
# include "VertexLoader.h"
# include "XFB.h"
# include "OnScreenDisplay.h"
# include "Timer.h"
# include "main.h" // Local
# ifdef _WIN32
# include "OS/Win32.h"
# endif
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# if defined(HAVE_WX) && HAVE_WX
# include <wx/image.h>
# endif
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# ifdef _WIN32
# include "Win32Window.h" // warning: crapcode
# else
# endif
CGcontext g_cgcontext ;
CGprofile g_cgvProf ;
CGprofile g_cgfProf ;
RasterFont * s_pfont = NULL ;
static bool s_bFullscreen = false ;
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static int nZBufferRender = 0 ; // if > 0, then use zbuffer render, and count down.
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// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1 ;
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static int s_MSAACoverageSamples = 0 ;
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// Normal Mode
// s_RenderTarget is a texture_rect
// s_DepthTarget is a Z renderbuffer
// s_FakeZTarget is a texture_rect
// MSAA mode
// s_uFramebuffer is a FBO
// s_RenderTarget is a MSAA renderbuffer
// s_FakeZBufferTarget is a MSAA renderbuffer
// s_DepthTarget is a real MSAA z/stencilbuffer
//
// s_ResolvedFramebuffer is a FBO
// s_ResolvedColorTarget is a texture
// s_ResolvedFakeZTarget is a texture
// s_ResolvedDepthTarget is a Z renderbuffer
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// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
static GLuint s_uFramebuffer = 0 ;
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static GLuint s_uResolvedFramebuffer = 0 ;
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// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
// These are all texture IDs. Bind them as rect arb textures.
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static GLuint s_RenderTarget = 0 ;
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static GLuint s_FakeZTarget = 0 ;
static GLuint s_DepthTarget = 0 ;
static GLuint s_ResolvedRenderTarget = 0 ;
static GLuint s_ResolvedFakeZTarget = 0 ;
static GLuint s_ResolvedDepthTarget = 0 ;
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static bool s_bATIDrawBuffers = false ;
static bool s_bHaveStencilBuffer = false ;
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static bool s_bHaveFramebufferBlit = false ;
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static bool s_bHaveCoverageMSAA = false ;
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static bool g_bBlendSeparate = false ;
static u32 s_blendMode ;
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static bool s_bNativeResolution = false ;
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static volatile bool s_bScreenshot = false ;
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static Common : : CriticalSection s_criticalScreenshot ;
static std : : string s_sScreenshotName ;
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static Renderer : : RenderMode s_RenderMode = Renderer : : RM_Normal ;
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int frameCount ;
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static int s_fps = 0 ;
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// These STAY CONSTANT during execution, no matter how much you resize the game window.
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// TODO: Add functionality to reinit all the render targets when the window is resized.
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static int s_targetwidth ; // Size of render buffer FBO.
static int s_targetheight ;
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extern void HandleCgError ( CGcontext ctx , CGerror err , void * appdata ) ;
namespace {
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static const GLenum glSrcFactors [ 8 ] =
{
GL_ZERO ,
GL_ONE ,
GL_DST_COLOR ,
GL_ONE_MINUS_DST_COLOR ,
GL_SRC_ALPHA ,
GL_ONE_MINUS_SRC_ALPHA ,
GL_DST_ALPHA ,
GL_ONE_MINUS_DST_ALPHA
} ;
static const GLenum glDestFactors [ 8 ] = {
GL_ZERO , GL_ONE , GL_SRC_COLOR , GL_ONE_MINUS_SRC_COLOR ,
GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA , GL_DST_ALPHA , GL_ONE_MINUS_DST_ALPHA
} ;
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void SetDefaultRectTexParams ( )
{
// Set some standard texture filter modes.
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_WRAP_S , GL_CLAMP_TO_EDGE ) ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_WRAP_T , GL_CLAMP_TO_EDGE ) ;
if ( glGetError ( ) ! = GL_NO_ERROR ) {
GLenum err ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_WRAP_S , GL_CLAMP ) ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_WRAP_T , GL_CLAMP ) ;
GL_REPORT_ERROR ( ) ;
}
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
}
} // namespace
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bool Renderer : : Init ( )
{
bool bSuccess = true ;
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s_blendMode = 0 ;
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s_MSAACoverageSamples = 0 ;
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s_bNativeResolution = g_Config . bNativeResolution ;
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switch ( g_Config . iMultisampleMode )
{
case MULTISAMPLE_OFF : s_MSAASamples = 1 ; break ;
case MULTISAMPLE_2X : s_MSAASamples = 2 ; break ;
case MULTISAMPLE_4X : s_MSAASamples = 4 ; break ;
case MULTISAMPLE_8X : s_MSAASamples = 8 ; break ;
case MULTISAMPLE_CSAA_8X : s_MSAASamples = 4 ; s_MSAACoverageSamples = 8 ; break ;
case MULTISAMPLE_CSAA_8XQ : s_MSAASamples = 8 ; s_MSAACoverageSamples = 8 ; break ;
case MULTISAMPLE_CSAA_16X : s_MSAASamples = 4 ; s_MSAACoverageSamples = 16 ; break ;
case MULTISAMPLE_CSAA_16XQ : s_MSAASamples = 8 ; s_MSAACoverageSamples = 16 ; break ;
default :
s_MSAASamples = 1 ;
}
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GLint numvertexattribs = 0 ;
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GLenum err = GL_NO_ERROR ;
g_cgcontext = cgCreateContext ( ) ;
cgGetError ( ) ;
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cgSetErrorHandler ( HandleCgError , NULL ) ;
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// Look for required extensions.
const char * ptoken = ( const char * ) glGetString ( GL_EXTENSIONS ) ;
if ( ! ptoken )
{
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PanicAlert ( " Failed to get OpenGL extension string. \n Do you have the latest video drivers installed? \n Is your video card OpenGL 2.x compatible? " ) ;
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return false ;
}
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INFO_LOG ( VIDEO , " Supported OpenGL Extensions: \n " ) ;
INFO_LOG ( VIDEO , ptoken ) ; // write to the log file
INFO_LOG ( VIDEO , " \n " ) ;
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if ( strstr ( ptoken , " GL_EXT_blend_func_separate " ) ! = NULL & &
strstr ( ptoken , " GL_EXT_blend_equation_separate " ) ! = NULL )
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g_bBlendSeparate = true ;
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// Checks if it ONLY has the ATI_draw_buffers extension, some have both
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if ( GLEW_ATI_draw_buffers & & ! GLEW_ARB_draw_buffers )
s_bATIDrawBuffers = true ;
s_bFullscreen = g_Config . bFullscreen ;
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glGetIntegerv ( GL_MAX_VERTEX_ATTRIBS , & numvertexattribs ) ;
if ( numvertexattribs < 11 ) {
ERROR_LOG ( VIDEO , " ********* \n GPU: OGL ERROR: Number of attributes %d not enough \n GPU: ********* \n Does your video card support OpenGL 2.x? " , numvertexattribs ) ;
bSuccess = false ;
}
// Init extension support.
if ( glewInit ( ) ! = GLEW_OK ) {
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ERROR_LOG ( VIDEO , " glewInit() failed! \n Does your video card support OpenGL 2.x? " ) ;
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return false ;
}
if ( ! GLEW_EXT_framebuffer_object ) {
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ERROR_LOG ( VIDEO , " ********* \n GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets \n GPU: ********* \n Does your video card support OpenGL 2.x? " ) ;
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bSuccess = false ;
}
if ( ! GLEW_EXT_secondary_color ) {
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ERROR_LOG ( VIDEO , " ********* \n GPU: OGL ERROR: Need GL_EXT_secondary_color \n GPU: ********* \n Does your video card support OpenGL 2.x? " ) ;
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bSuccess = false ;
}
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s_bHaveFramebufferBlit = strstr ( ptoken , " GL_EXT_framebuffer_blit " ) ! = NULL ;
if ( ! s_bHaveFramebufferBlit )
{
// MSAA ain't gonna work. turn it off if enabled.
s_MSAASamples = 1 ;
}
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s_bHaveCoverageMSAA = strstr ( ptoken , " GL_NV_framebuffer_multisample_coverage " ) ! = NULL ;
if ( ! s_bHaveCoverageMSAA )
{
s_MSAACoverageSamples = 0 ;
}
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if ( ! bSuccess )
return false ;
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// Handle VSync on/off
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# ifdef _WIN32
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if ( WGLEW_EXT_swap_control )
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wglSwapIntervalEXT ( g_Config . bVSync ? 1 : 0 ) ;
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else
ERROR_LOG ( VIDEO , " no support for SwapInterval (framerate clamped to monitor refresh rate) \n Does your video card support OpenGL 2.x? " ) ;
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# elif defined(HAVE_X11) && HAVE_X11
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if ( glXSwapIntervalSGI )
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glXSwapIntervalSGI ( g_Config . bVSync ? 1 : 0 ) ;
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else
ERROR_LOG ( VIDEO , " no support for SwapInterval (framerate clamped to monitor refresh rate) \n " ) ;
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# endif
// check the max texture width and height
GLint max_texture_size ;
glGetIntegerv ( GL_MAX_TEXTURE_SIZE , ( GLint * ) & max_texture_size ) ;
if ( max_texture_size < 1024 ) {
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ERROR_LOG ( VIDEO , " GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024 " , max_texture_size ) ;
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}
GL_REPORT_ERROR ( ) ;
if ( err ! = GL_NO_ERROR ) bSuccess = false ;
if ( glDrawBuffers = = NULL & & ! GLEW_ARB_draw_buffers )
glDrawBuffers = glDrawBuffersARB ;
// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
// So the below is wrong.
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// This should really be grabbed from config rather than from OpenGL.
s_targetwidth = ( int ) OpenGL_GetBackbufferWidth ( ) ;
s_targetheight = ( int ) OpenGL_GetBackbufferHeight ( ) ;
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// Compensate height of render target for scaling, so that we get something close to the correct number of
// vertical pixels.
s_targetheight * = 528.0 / 480.0 ;
// Ensure a minimum target size so that the native res target always fits.
if ( s_targetwidth < EFB_WIDTH )
s_targetwidth = EFB_WIDTH ;
if ( s_targetheight < EFB_HEIGHT )
s_targetheight = EFB_HEIGHT ;
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glGenFramebuffersEXT ( 1 , ( GLuint * ) & s_uFramebuffer ) ;
if ( s_uFramebuffer = = 0 ) {
ERROR_LOG ( VIDEO , " failed to create the renderbuffer \n Does your video card support OpenGL 2.x? " ) ;
}
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , s_uFramebuffer ) ;
if ( s_MSAASamples < = 1 ) {
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// Create the framebuffer target texture
glGenTextures ( 1 , ( GLuint * ) & s_RenderTarget ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_RenderTarget ) ;
// Create our main color render target as a texture rectangle of the desired size.
glTexImage2D ( GL_TEXTURE_RECTANGLE_ARB , 0 , 4 , s_targetwidth , s_targetheight , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
SetDefaultRectTexParams ( ) ;
GL_REPORT_ERROR ( ) ;
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GLint nMaxMRT = 0 ;
glGetIntegerv ( GL_MAX_COLOR_ATTACHMENTS_EXT , & nMaxMRT ) ;
if ( nMaxMRT > 1 )
{
// There's MRT support. Create a color texture image to use as secondary render target.
// We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
glGenTextures ( 1 , ( GLuint * ) & s_FakeZTarget ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_FakeZTarget ) ;
glTexImage2D ( GL_TEXTURE_RECTANGLE_ARB , 0 , 4 , s_targetwidth , s_targetheight , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
SetDefaultRectTexParams ( ) ;
}
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// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
glGenRenderbuffersEXT ( 1 , & s_DepthTarget ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , s_DepthTarget ) ;
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT , GL_DEPTH24_STENCIL8_EXT , s_targetwidth , s_targetheight ) ;
GL_REPORT_ERROR ( ) ;
// Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT0_EXT , GL_TEXTURE_RECTANGLE_ARB , s_RenderTarget , 0 ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT , GL_RENDERBUFFER_EXT , s_DepthTarget ) ;
GL_REPORT_ERROR ( ) ;
if ( s_FakeZTarget ! = 0 ) {
// We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
// some terribly buggy ancient driver.
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_TEXTURE_RECTANGLE_ARB , s_FakeZTarget , 0 ) ;
bool bFailed = glGetError ( ) ! = GL_NO_ERROR | | glCheckFramebufferStatusEXT ( GL_FRAMEBUFFER_EXT ) ! = GL_FRAMEBUFFER_COMPLETE_EXT ;
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_TEXTURE_RECTANGLE_ARB , 0 , 0 ) ;
if ( bFailed ) {
glDeleteTextures ( 1 , ( GLuint * ) & s_FakeZTarget ) ;
s_FakeZTarget = 0 ;
}
}
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if ( s_FakeZTarget = = 0 )
ERROR_LOG ( VIDEO , " Disabling ztarget MRT feature (max MRT = %d) \n " , nMaxMRT ) ;
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}
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else
{
// MSAA rendertarget init.
// First set up the boring multisampled rendertarget.
glGenRenderbuffersEXT ( 1 , & s_RenderTarget ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , s_RenderTarget ) ;
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if ( s_MSAACoverageSamples ) {
glRenderbufferStorageMultisampleCoverageNV ( GL_RENDERBUFFER_EXT , s_MSAACoverageSamples , s_MSAASamples , GL_RGBA , s_targetwidth , s_targetheight ) ;
} else {
glRenderbufferStorageMultisampleEXT ( GL_RENDERBUFFER_EXT , s_MSAASamples , GL_RGBA , s_targetwidth , s_targetheight ) ;
}
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glGenRenderbuffersEXT ( 1 , & s_FakeZTarget ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , s_FakeZTarget ) ;
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if ( s_MSAACoverageSamples ) {
glRenderbufferStorageMultisampleCoverageNV ( GL_RENDERBUFFER_EXT , s_MSAACoverageSamples , s_MSAASamples , GL_RGBA , s_targetwidth , s_targetheight ) ;
} else {
glRenderbufferStorageMultisampleEXT ( GL_RENDERBUFFER_EXT , s_MSAASamples , GL_RGBA , s_targetwidth , s_targetheight ) ;
}
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glGenRenderbuffersEXT ( 1 , & s_DepthTarget ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , s_DepthTarget ) ;
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if ( s_MSAACoverageSamples ) {
glRenderbufferStorageMultisampleCoverageNV ( GL_RENDERBUFFER_EXT , s_MSAACoverageSamples , s_MSAASamples , GL_DEPTH24_STENCIL8_EXT , s_targetwidth , s_targetheight ) ;
} else {
glRenderbufferStorageMultisampleEXT ( GL_RENDERBUFFER_EXT , s_MSAASamples , GL_DEPTH24_STENCIL8_EXT , s_targetwidth , s_targetheight ) ;
}
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glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , 0 ) ;
// Attach them to our multisampled FBO. The multisampled FBO is still bound here.
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT0_EXT , GL_RENDERBUFFER_EXT , s_RenderTarget ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_RENDERBUFFER_EXT , s_FakeZTarget ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT , GL_RENDERBUFFER_EXT , s_DepthTarget ) ;
OpenGL_CheckFBOStatus ( ) ;
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bool bFailed = glGetError ( ) ! = GL_NO_ERROR | | glCheckFramebufferStatusEXT ( GL_FRAMEBUFFER_EXT ) ! = GL_FRAMEBUFFER_COMPLETE_EXT ;
if ( bFailed ) PanicAlert ( " Incomplete rt " ) ;
// Create our resolve FBO, and bind it.
glGenFramebuffersEXT ( 1 , ( GLuint * ) & s_uResolvedFramebuffer ) ;
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , s_uResolvedFramebuffer ) ;
// Generate the resolve targets.
glGenTextures ( 1 , ( GLuint * ) & s_ResolvedRenderTarget ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_ResolvedRenderTarget ) ;
glTexImage2D ( GL_TEXTURE_RECTANGLE_ARB , 0 , 4 , s_targetwidth , s_targetheight , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
SetDefaultRectTexParams ( ) ;
// Generate the resolve targets.
glGenTextures ( 1 , ( GLuint * ) & s_ResolvedFakeZTarget ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_ResolvedFakeZTarget ) ;
glTexImage2D ( GL_TEXTURE_RECTANGLE_ARB , 0 , 4 , s_targetwidth , s_targetheight , 0 , GL_RGBA , GL_UNSIGNED_BYTE , NULL ) ;
SetDefaultRectTexParams ( ) ;
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
glGenRenderbuffersEXT ( 1 , & s_ResolvedDepthTarget ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , s_ResolvedDepthTarget ) ;
glRenderbufferStorageEXT ( GL_RENDERBUFFER_EXT , GL_DEPTH24_STENCIL8_EXT , s_targetwidth , s_targetheight ) ;
glBindRenderbufferEXT ( GL_RENDERBUFFER_EXT , 0 ) ;
// Attach our resolve targets to our resolved FBO.
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT0_EXT , GL_TEXTURE_RECTANGLE_ARB , s_ResolvedRenderTarget , 0 ) ;
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_TEXTURE_RECTANGLE_ARB , s_ResolvedFakeZTarget , 0 ) ;
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT , GL_RENDERBUFFER_EXT , s_ResolvedDepthTarget ) ;
OpenGL_CheckFBOStatus ( ) ;
bFailed = glGetError ( ) ! = GL_NO_ERROR | | glCheckFramebufferStatusEXT ( GL_FRAMEBUFFER_EXT ) ! = GL_FRAMEBUFFER_COMPLETE_EXT ;
if ( bFailed ) PanicAlert ( " Incomplete rt2 " ) ;
}
// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
glDrawBuffer ( GL_COLOR_ATTACHMENT0_EXT ) ;
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nZBufferRender = 0 ; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
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GL_REPORT_ERROR ( ) ;
if ( err ! = GL_NO_ERROR )
bSuccess = false ;
s_pfont = new RasterFont ( ) ;
// load the effect, find the best profiles (if any)
if ( cgGLIsProfileSupported ( CG_PROFILE_ARBVP1 ) ! = CG_TRUE ) {
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ERROR_LOG ( VIDEO , " arbvp1 not supported \n " ) ;
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return false ;
}
if ( cgGLIsProfileSupported ( CG_PROFILE_ARBFP1 ) ! = CG_TRUE ) {
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ERROR_LOG ( VIDEO , " arbfp1 not supported \n " ) ;
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return false ;
}
g_cgvProf = cgGLGetLatestProfile ( CG_GL_VERTEX ) ;
g_cgfProf = cgGLGetLatestProfile ( CG_GL_FRAGMENT ) ;
cgGLSetOptimalOptions ( g_cgvProf ) ;
cgGLSetOptimalOptions ( g_cgfProf ) ;
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INFO_LOG ( VIDEO , " Max buffer sizes: %d %d \n " , cgGetProgramBufferMaxSize ( g_cgvProf ) , cgGetProgramBufferMaxSize ( g_cgfProf ) ) ;
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int nenvvertparams , nenvfragparams , naddrregisters [ 2 ] ;
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glGetProgramivARB ( GL_VERTEX_PROGRAM_ARB , GL_MAX_PROGRAM_ENV_PARAMETERS_ARB , ( GLint * ) & nenvvertparams ) ;
glGetProgramivARB ( GL_FRAGMENT_PROGRAM_ARB , GL_MAX_PROGRAM_ENV_PARAMETERS_ARB , ( GLint * ) & nenvfragparams ) ;
glGetProgramivARB ( GL_VERTEX_PROGRAM_ARB , GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB , ( GLint * ) & naddrregisters [ 0 ] ) ;
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glGetProgramivARB ( GL_FRAGMENT_PROGRAM_ARB , GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB , ( GLint * ) & naddrregisters [ 1 ] ) ;
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DEBUG_LOG ( VIDEO , " Max program env parameters: vert=%d, frag=%d \n " , nenvvertparams , nenvfragparams ) ;
DEBUG_LOG ( VIDEO , " Max program address register parameters: vert=%d, frag=%d \n " , naddrregisters [ 0 ] , naddrregisters [ 1 ] ) ;
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if ( nenvvertparams < 238 )
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ERROR_LOG ( VIDEO , " Not enough vertex shader environment constants!! \n " ) ;
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# ifndef _DEBUG
cgGLSetDebugMode ( GL_FALSE ) ;
# endif
s_RenderMode = Renderer : : RM_Normal ;
if ( ! InitializeGL ( ) )
return false ;
XFB_Init ( ) ;
return glGetError ( ) = = GL_NO_ERROR & & bSuccess ;
}
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void Renderer : : Shutdown ( void )
{
delete s_pfont ;
s_pfont = 0 ;
XFB_Shutdown ( ) ;
if ( g_cgcontext ) {
cgDestroyContext ( g_cgcontext ) ;
g_cgcontext = 0 ;
}
if ( s_RenderTarget ) {
glDeleteTextures ( 1 , & s_RenderTarget ) ;
s_RenderTarget = 0 ;
}
if ( s_DepthTarget ) {
glDeleteRenderbuffersEXT ( 1 , & s_DepthTarget ) ;
s_DepthTarget = 0 ;
}
if ( s_uFramebuffer ) {
glDeleteFramebuffersEXT ( 1 , & s_uFramebuffer ) ;
s_uFramebuffer = 0 ;
}
}
bool Renderer : : InitializeGL ( )
{
glStencilFunc ( GL_ALWAYS , 0 , 0 ) ;
glBlendFunc ( GL_ONE , GL_ONE ) ;
glViewport ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ; // Reset The Current Viewport
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
glShadeModel ( GL_SMOOTH ) ;
glClearColor ( 0.0f , 0.0f , 0.0f , 0.0f ) ;
glClearDepth ( 1.0f ) ;
glEnable ( GL_DEPTH_TEST ) ;
glDisable ( GL_LIGHTING ) ;
glDepthFunc ( GL_LEQUAL ) ;
glPixelStorei ( GL_UNPACK_ALIGNMENT , 4 ) ; // 4-byte pixel alignment
glHint ( GL_PERSPECTIVE_CORRECTION_HINT , GL_NICEST ) ; // perspective correct interpolation of colors and tex coords
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glHint ( GL_LINE_SMOOTH_HINT , GL_NICEST ) ;
glHint ( GL_POLYGON_SMOOTH_HINT , GL_DONT_CARE ) ; // Polygon smoothing is ancient junk that doesn't work anymore. MSAA is modern AA.
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glDisable ( GL_STENCIL_TEST ) ;
glEnable ( GL_SCISSOR_TEST ) ;
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glScissor ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ;
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glBlendColorEXT ( 0 , 0 , 0 , 0.5f ) ;
glClearDepth ( 1.0f ) ;
glMatrixMode ( GL_PROJECTION ) ;
glLoadIdentity ( ) ;
glMatrixMode ( GL_MODELVIEW ) ;
glLoadIdentity ( ) ;
// legacy multitexturing: select texture channel only.
glActiveTexture ( GL_TEXTURE0 ) ;
glClientActiveTexture ( GL_TEXTURE0 ) ;
glTexEnvf ( GL_TEXTURE_ENV , GL_TEXTURE_ENV_MODE , GL_REPLACE ) ;
GLenum err = GL_NO_ERROR ;
GL_REPORT_ERROR ( ) ;
return err = = GL_NO_ERROR ;
}
//////////////////////////////////////////////////////////////////////////////////////
// Return the rendering window width and height
// ------------------------
int Renderer : : GetTargetWidth ( )
{
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return s_bNativeResolution ? EFB_WIDTH : s_targetwidth ;
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}
int Renderer : : GetTargetHeight ( )
{
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return s_bNativeResolution ? EFB_HEIGHT : s_targetheight ;
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}
float Renderer : : GetTargetScaleX ( )
{
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return ( float ) GetTargetWidth ( ) / ( float ) EFB_WIDTH ;
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}
float Renderer : : GetTargetScaleY ( )
{
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return ( float ) GetTargetHeight ( ) / ( float ) EFB_HEIGHT ;
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}
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/////////////////////////////
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void Renderer : : SetRenderTarget ( GLuint targ )
{
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glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT0_EXT , GL_TEXTURE_RECTANGLE_ARB ,
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targ ! = 0 ? targ : s_RenderTarget , 0 ) ;
}
void Renderer : : SetDepthTarget ( GLuint targ )
{
glFramebufferRenderbufferEXT ( GL_FRAMEBUFFER_EXT , GL_DEPTH_ATTACHMENT_EXT , GL_RENDERBUFFER_EXT ,
targ ! = 0 ? targ : s_DepthTarget ) ;
}
void Renderer : : SetFramebuffer ( GLuint fb )
{
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glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , fb ! = 0 ? fb : s_uFramebuffer ) ;
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}
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GLuint Renderer : : ResolveAndGetRenderTarget ( const TRectangle & source_rect )
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{
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if ( s_MSAASamples > 1 )
{
// Flip the rectangle
TRectangle flipped_rect ;
source_rect . FlipYPosition ( GetTargetHeight ( ) , & flipped_rect ) ;
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flipped_rect . Clamp ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ;
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// Do the resolve.
glBindFramebufferEXT ( GL_READ_FRAMEBUFFER_EXT , s_uFramebuffer ) ;
glBindFramebufferEXT ( GL_DRAW_FRAMEBUFFER_EXT , s_uResolvedFramebuffer ) ;
glBlitFramebufferEXT ( flipped_rect . left , flipped_rect . top , flipped_rect . right , flipped_rect . bottom ,
flipped_rect . left , flipped_rect . top , flipped_rect . right , flipped_rect . bottom ,
GL_COLOR_BUFFER_BIT , GL_NEAREST ) ;
// Return the resolved target.
return s_ResolvedRenderTarget ;
}
else
{
return s_RenderTarget ;
}
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}
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GLuint Renderer : : ResolveAndGetFakeZTarget ( const TRectangle & source_rect )
{
// This logic should be moved elsewhere.
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if ( s_MSAASamples > 1 )
{
// Flip the rectangle
TRectangle flipped_rect ;
source_rect . FlipYPosition ( GetTargetHeight ( ) , & flipped_rect ) ;
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flipped_rect . Clamp ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ;
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// Do the resolve. We resolve both color channels, not very necessary.
glBindFramebufferEXT ( GL_READ_FRAMEBUFFER_EXT , s_uFramebuffer ) ;
glBindFramebufferEXT ( GL_DRAW_FRAMEBUFFER_EXT , s_uResolvedFramebuffer ) ;
glBlitFramebufferEXT ( flipped_rect . left , flipped_rect . top , flipped_rect . right , flipped_rect . bottom ,
flipped_rect . left , flipped_rect . top , flipped_rect . right , flipped_rect . bottom ,
GL_COLOR_BUFFER_BIT , GL_NEAREST ) ;
// Return the resolved target.
return s_ResolvedFakeZTarget ;
}
else
{
return s_FakeZTarget ;
}
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}
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bool Renderer : : UseFakeZTarget ( )
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{
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// This logic should be moved elsewhere.
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return nZBufferRender > 0 ;
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}
void Renderer : : ResetGLState ( )
{
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// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
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glDisable ( GL_SCISSOR_TEST ) ;
glDisable ( GL_DEPTH_TEST ) ;
glDisable ( GL_CULL_FACE ) ;
glDisable ( GL_BLEND ) ;
glDepthMask ( GL_FALSE ) ;
glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
glDisable ( GL_VERTEX_PROGRAM_ARB ) ;
glDisable ( GL_FRAGMENT_PROGRAM_ARB ) ;
}
void Renderer : : RestoreGLState ( )
{
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// Gets us back into a more game-like state.
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if ( bpmem . genMode . cullmode > 0 ) glEnable ( GL_CULL_FACE ) ;
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if ( bpmem . zmode . testenable ) glEnable ( GL_DEPTH_TEST ) ;
if ( bpmem . zmode . updateenable ) glDepthMask ( GL_TRUE ) ;
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glEnable ( GL_SCISSOR_TEST ) ;
SetScissorRect ( ) ;
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SetColorMask ( ) ;
SetBlendMode ( true ) ;
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glEnable ( GL_VERTEX_PROGRAM_ARB ) ;
glEnable ( GL_FRAGMENT_PROGRAM_ARB ) ;
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}
void Renderer : : SetColorMask ( )
{
if ( bpmem . blendmode . alphaupdate & & bpmem . blendmode . colorupdate )
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glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
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else if ( bpmem . blendmode . alphaupdate )
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glColorMask ( GL_FALSE , GL_FALSE , GL_FALSE , GL_TRUE ) ;
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else if ( bpmem . blendmode . colorupdate )
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glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_FALSE ) ;
else
glColorMask ( GL_FALSE , GL_FALSE , GL_FALSE , GL_FALSE ) ;
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}
void Renderer : : SetBlendMode ( bool forceUpdate )
{
// blend mode bit mask
// 0 - blend enable
// 1 - dst alpha enable
// 2 - reverse subtract enable (else add)
// 3-5 - srcRGB function
// 6-8 - dstRGB function
// 9-16 - dstAlpha
u32 newval = bpmem . blendmode . subtract < < 2 ;
if ( g_bBlendSeparate ) {
newval | = bpmem . dstalpha . enable ? 3 : 0 ;
newval | = bpmem . dstalpha . alpha < < 9 ;
}
if ( bpmem . blendmode . blendenable ) {
newval | = 1 ;
if ( bpmem . blendmode . subtract ) {
newval | = 0x0048 ; // src 1 dst 1
} else {
newval | = bpmem . blendmode . srcfactor < < 3 ;
newval | = bpmem . blendmode . dstfactor < < 6 ;
}
} else {
newval | = 0x0008 ; // src 1 dst 0
}
u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode ;
if ( changes & 1 ) {
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( newval & 1 ) ? glEnable ( GL_BLEND ) : glDisable ( GL_BLEND ) ;
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}
bool dstAlphaEnable = g_bBlendSeparate & & newval & 2 ;
if ( changes & 6 ) {
// dst alpha enable or subtract enable change
if ( dstAlphaEnable )
glBlendEquationSeparate ( newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD , GL_FUNC_ADD ) ;
else
glBlendEquation ( newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD ) ;
}
if ( changes & 0x1FA ) {
// dst alpha enable or blend RGB change
if ( dstAlphaEnable )
glBlendFuncSeparate ( glSrcFactors [ ( newval > > 3 ) & 7 ] , glDestFactors [ ( newval > > 6 ) & 7 ] , GL_CONSTANT_ALPHA , GL_ZERO ) ;
else
glBlendFunc ( glSrcFactors [ ( newval > > 3 ) & 7 ] , glDestFactors [ ( newval > > 6 ) & 7 ] ) ;
}
if ( dstAlphaEnable & & changes & 0x1FE00 ) {
// dst alpha color change
glBlendColor ( 0 , 0 , 0 , ( float ) bpmem . dstalpha . alpha / 255.0f ) ;
}
s_blendMode = newval ;
}
////////////////////////////////////////////////////////////////////////////////////////////
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ---------------
// This function handles the OpenGL glScissor() function
// ---------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
// therefore the width and height are (scissorBR + 1) - scissorTL
// ---------------
bool Renderer : : SetScissorRect ( )
{
int xoff = bpmem . scissorOffset . x * 2 - 342 ;
int yoff = bpmem . scissorOffset . y * 2 - 342 ;
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float MValueX = GetTargetScaleX ( ) ;
float MValueY = GetTargetScaleY ( ) ;
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float rc_left = ( float ) bpmem . scissorTL . x - xoff - 342 ; // left = 0
rc_left * = MValueX ;
if ( rc_left < 0 ) rc_left = 0 ;
float rc_top = ( float ) bpmem . scissorTL . y - yoff - 342 ; // right = 0
rc_top * = MValueY ;
if ( rc_top < 0 ) rc_top = 0 ;
float rc_right = ( float ) bpmem . scissorBR . x - xoff - 341 ; // right = 640
rc_right * = MValueX ;
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if ( rc_right > EFB_WIDTH * MValueX ) rc_right = EFB_WIDTH * MValueX ;
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float rc_bottom = ( float ) bpmem . scissorBR . y - yoff - 341 ; // bottom = 480
rc_bottom * = MValueY ;
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if ( rc_bottom > EFB_HEIGHT * MValueY ) rc_bottom = EFB_HEIGHT * MValueY ;
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/*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n",
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rc_left , rc_top ,
rc_right , rc_bottom , Renderer : : GetTargetHeight ( ) ,
xoff , yoff
) ; */
// Check that the coordinates are good
if ( rc_right > = rc_left & & rc_bottom > = rc_top )
{
glScissor (
( int ) rc_left , // x = 0 for example
Renderer : : GetTargetHeight ( ) - ( int ) ( rc_bottom ) , // y = 0 for example
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( int ) ( rc_right - rc_left ) , // width = 640 for example
( int ) ( rc_bottom - rc_top ) // height = 480 for example
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) ;
return true ;
}
return false ;
}
bool Renderer : : IsUsingATIDrawBuffers ( )
{
return s_bATIDrawBuffers ;
}
bool Renderer : : HaveStencilBuffer ( )
{
return s_bHaveStencilBuffer ;
}
void Renderer : : SetZBufferRender ( )
{
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nZBufferRender = 10 ; // The game asked for Z. Give it 10 frames, then turn it off for speed.
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GLenum s_drawbuffers [ 2 ] = {
GL_COLOR_ATTACHMENT0_EXT ,
GL_COLOR_ATTACHMENT1_EXT
} ;
glDrawBuffers ( 2 , s_drawbuffers ) ;
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glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_TEXTURE_RECTANGLE_ARB , s_FakeZTarget , 0 ) ;
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_assert_ ( glCheckFramebufferStatusEXT ( GL_FRAMEBUFFER_EXT ) = = GL_FRAMEBUFFER_COMPLETE_EXT ) ;
}
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// Does this function even work correctly???
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void Renderer : : FlushZBufferAlphaToTarget ( )
{
ResetGLState ( ) ;
SetRenderTarget ( 0 ) ;
glDrawBuffer ( GL_COLOR_ATTACHMENT0_EXT ) ;
glColorMask ( GL_FALSE , GL_FALSE , GL_FALSE , GL_TRUE ) ;
glViewport ( 0 , 0 , GetTargetWidth ( ) , GetTargetHeight ( ) ) ;
// texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture ( GL_TEXTURE0 ) ;
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glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_FakeZTarget ) ;
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TextureMngr : : EnableTexRECT ( 0 ) ;
// disable all other stages
for ( int i = 1 ; i < 8 ; + + i )
TextureMngr : : DisableStage ( i ) ;
GL_REPORT_ERRORD ( ) ;
// setup the stencil to only accept pixels that have been written
glStencilFunc ( GL_EQUAL , 1 , 0xff ) ;
glStencilOp ( GL_KEEP , GL_KEEP , GL_KEEP ) ;
// TODO: This code should not have to bother with stretchtofit checking -
// all necessary scale initialization should be done elsewhere.
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if ( s_bNativeResolution )
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{
//TODO: Do Correctly in a bit
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float FactorW = 640.f / ( float ) OpenGL_GetBackbufferWidth ( ) ;
float FactorH = 480.f / ( float ) OpenGL_GetBackbufferHeight ( ) ;
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float Max = ( FactorW < FactorH ) ? FactorH : FactorW ;
float Temp = 1.0f / Max ;
FactorW * = Temp ;
FactorH * = Temp ;
glBegin ( GL_QUADS ) ;
glTexCoord2f ( 0 , 0 ) ; glVertex2f ( - FactorW , - FactorH ) ;
glTexCoord2f ( 0 , ( float ) GetTargetHeight ( ) ) ; glVertex2f ( - FactorW , FactorH ) ;
glTexCoord2f ( ( float ) GetTargetWidth ( ) , ( float ) GetTargetHeight ( ) ) ; glVertex2f ( FactorW , FactorH ) ;
glTexCoord2f ( ( float ) GetTargetWidth ( ) , 0 ) ; glVertex2f ( FactorW , - FactorH ) ;
glEnd ( ) ;
}
else
{
glBegin ( GL_QUADS ) ;
glTexCoord2f ( 0 , 0 ) ; glVertex2f ( - 1 , - 1 ) ;
glTexCoord2f ( 0 , ( float ) ( GetTargetHeight ( ) ) ) ; glVertex2f ( - 1 , 1 ) ;
glTexCoord2f ( ( float ) ( GetTargetWidth ( ) ) , ( float ) ( GetTargetHeight ( ) ) ) ; glVertex2f ( 1 , 1 ) ;
glTexCoord2f ( ( float ) ( GetTargetWidth ( ) ) , 0 ) ; glVertex2f ( 1 , - 1 ) ;
glEnd ( ) ;
}
GL_REPORT_ERRORD ( ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , 0 ) ;
RestoreGLState ( ) ;
}
void Renderer : : SetRenderMode ( RenderMode mode )
{
if ( ! s_bHaveStencilBuffer & & mode = = RM_ZBufferAlpha )
mode = RM_ZBufferOnly ;
if ( s_RenderMode = = mode )
return ;
if ( mode = = RM_Normal ) {
// flush buffers
if ( s_RenderMode = = RM_ZBufferAlpha ) {
FlushZBufferAlphaToTarget ( ) ;
glDisable ( GL_STENCIL_TEST ) ;
}
SetColorMask ( ) ;
SetRenderTarget ( 0 ) ;
SetZBufferRender ( ) ;
GL_REPORT_ERRORD ( ) ;
}
else if ( s_RenderMode = = RM_Normal ) {
// setup buffers
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_assert_ ( UseFakeZTarget ( ) & & bpmem . zmode . updateenable ) ;
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if ( mode = = RM_ZBufferAlpha ) {
glEnable ( GL_STENCIL_TEST ) ;
glClearStencil ( 0 ) ;
glClear ( GL_STENCIL_BUFFER_BIT ) ;
glStencilFunc ( GL_ALWAYS , 1 , 0xff ) ;
glStencilOp ( GL_KEEP , GL_KEEP , GL_REPLACE ) ;
}
glDrawBuffer ( GL_COLOR_ATTACHMENT1_EXT ) ;
glColorMask ( GL_TRUE , GL_TRUE , GL_TRUE , GL_TRUE ) ;
GL_REPORT_ERRORD ( ) ;
}
else {
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_assert_ ( UseFakeZTarget ( ) ) ;
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_assert_ ( s_bHaveStencilBuffer ) ;
if ( mode = = RM_ZBufferOnly ) {
// flush and remove stencil
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_assert_ ( s_RenderMode = = RM_ZBufferAlpha ) ;
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FlushZBufferAlphaToTarget ( ) ;
glDisable ( GL_STENCIL_TEST ) ;
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SetRenderTarget ( s_FakeZTarget ) ;
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glDrawBuffer ( GL_COLOR_ATTACHMENT0_EXT ) ;
GL_REPORT_ERRORD ( ) ;
}
else {
_assert_ ( mode = = RM_ZBufferAlpha & & s_RenderMode = = RM_ZBufferOnly ) ;
// setup stencil
glEnable ( GL_STENCIL_TEST ) ;
glClearStencil ( 0 ) ;
glClear ( GL_STENCIL_BUFFER_BIT ) ;
glStencilFunc ( GL_ALWAYS , 1 , 0xff ) ;
glStencilOp ( GL_KEEP , GL_KEEP , GL_REPLACE ) ;
}
}
s_RenderMode = mode ;
}
Renderer : : RenderMode Renderer : : GetRenderMode ( )
{
return s_RenderMode ;
}
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void ComputeBackbufferRectangle ( TRectangle * rc )
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{
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float FloatGLWidth = ( float ) OpenGL_GetBackbufferWidth ( ) ;
float FloatGLHeight = ( float ) OpenGL_GetBackbufferHeight ( ) ;
float FloatXOffset = 0 ;
float FloatYOffset = 0 ;
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// The rendering window size
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const float WinWidth = FloatGLWidth ;
const float WinHeight = FloatGLHeight ;
// Handle aspect ratio.
if ( g_Config . bKeepAR43 | | g_Config . bKeepAR169 )
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{
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// The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio
float Ratio = ( WinWidth / WinHeight ) / ( g_Config . bKeepAR43 ? ( 4.0f / 3.0f ) : ( 16.0f / 9.0f ) ) ;
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// Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width.
if ( Ratio > 1 )
{
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// Scale down and center in the X direction.
FloatGLWidth / = Ratio ;
FloatXOffset = ( WinWidth - FloatGLWidth ) / 2.0f ;
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}
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// The window is too high, we have to limit the height
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else
{
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// Scale down and center in the Y direction.
FloatGLHeight * = Ratio ;
FloatYOffset = FloatYOffset + ( WinHeight - FloatGLHeight ) / 2.0f ;
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}
}
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// -----------------------------------------------------------------------
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// Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10.
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// Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset
// ------------------
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if ( ( g_Config . bKeepAR43 | | g_Config . bKeepAR169 ) & & g_Config . bCrop )
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{
float Ratio = g_Config . bKeepAR43 ? ( ( 4.0 / 3.0 ) / ( 5.0 / 4.0 ) ) : ( ( ( 16.0 / 9.0 ) / ( 16.0 / 10.0 ) ) ) ;
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// The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted)
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float IncreasedWidth = ( Ratio - 1.0 ) * FloatGLWidth ;
float IncreasedHeight = ( Ratio - 1.0 ) * FloatGLHeight ;
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// The new width and height
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FloatGLWidth = FloatGLWidth * Ratio ;
FloatGLHeight = FloatGLHeight * Ratio ;
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// We need this adjustment too, the -6 adjustment was needed to never show any pixels outside the actual picture
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// The result in offset in actual pixels is only around 1 or 2 pixels in a 1280 x 1024 resolution. In 1280 x 1024 the
// picture is only about 2 to 4 pixels (1 up and 1 down for example) to big to produce a minimal margin
// of error, while rather having a full screen and hiding one pixel, than having a one pixel black border. But it seems
// to be just enough in all games I tried.
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float WidthRatio = ( ( float ) FloatGLWidth - 6.0 ) / 640.0 ;
float HeightRatio = ( ( float ) FloatGLHeight - 6.0 ) / 480.0 ;
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// Adjust the X and Y offset
FloatXOffset = FloatXOffset - ( IncreasedWidth / 2.0 / WidthRatio / Ratio ) ;
FloatYOffset = FloatYOffset - ( IncreasedHeight / 2.0 / HeightRatio / Ratio ) ;
//Console::Print("Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f\n", Ratio, IncreasedHeight, FloatYOffset);
}
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// round(float) = floor(float + 0.5)
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int XOffset = floor ( FloatXOffset + 0.5 ) ;
int YOffset = floor ( FloatYOffset + 0.5 ) ;
rc - > left = XOffset ;
rc - > top = YOffset ;
rc - > right = XOffset + ceil ( FloatGLWidth ) ;
rc - > bottom = YOffset + ceil ( FloatGLHeight ) ;
}
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//////////////////////////////////////////////////////////////////////////////////////
// This function has the final picture if the XFB functions are not used. We adjust the aspect ratio here.
// ----------------------
void Renderer : : Swap ( const TRectangle & rc )
{
OpenGL_Update ( ) ; // just updates the render window position and the backbuffer size
DVSTARTPROFILE ( ) ;
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Renderer : : SetRenderMode ( Renderer : : RM_Normal ) ;
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ResetGLState ( ) ;
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TRectangle back_rc ;
ComputeBackbufferRectangle ( & back_rc ) ;
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float u_max ;
float v_min = 0.f ;
float v_max ;
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if ( g_Config . bAutoScale )
{
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u_max = ( rc . right - rc . left ) ;
v_min = ( float ) GetTargetHeight ( ) - ( rc . bottom - rc . top ) ;
v_max = ( float ) GetTargetHeight ( ) ;
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}
else
{
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u_max = ( float ) GetTargetWidth ( ) ;
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v_max = ( float ) GetTargetHeight ( ) ;
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}
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if ( /*s_bHaveFramebufferBlit*/ s_MSAASamples > 1 )
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{
// Use framebuffer blit to stretch screen.
// No messing around with annoying glBegin and viewports, plus can support multisampling.
if ( s_MSAASamples > 1 )
{
ResolveAndGetRenderTarget ( rc ) ;
glBindFramebufferEXT ( GL_READ_FRAMEBUFFER_EXT , s_uResolvedFramebuffer ) ;
}
else
{
glBindFramebufferEXT ( GL_READ_FRAMEBUFFER_EXT , s_uFramebuffer ) ;
}
glBindFramebufferEXT ( GL_DRAW_FRAMEBUFFER_EXT , 0 ) ;
glBlitFramebufferEXT ( 0 , v_min , u_max , v_max ,
back_rc . left , back_rc . top , back_rc . right , back_rc . bottom ,
GL_COLOR_BUFFER_BIT , GL_LINEAR ) ;
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , 0 ) ; // switch to the window backbuffer, we'll draw debug text on top
}
else
{
// No framebuffer_blit extension - crappy gfx card! Fall back to plain texturing solution.
// Disable all other stages.
for ( int i = 1 ; i < 8 ; + + i )
TextureMngr : : DisableStage ( i ) ;
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// Update GLViewPort
glViewport ( back_rc . left , back_rc . top ,
back_rc . right - back_rc . left , back_rc . bottom - back_rc . top ) ;
GL_REPORT_ERRORD ( ) ;
// Copy the framebuffer to screen.
// TODO: Use glBlitFramebufferEXT.
// Render to the real buffer now.
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , 0 ) ; // switch to the window backbuffer
// Texture map s_RenderTargets[s_curtarget] onto the main buffer
glActiveTexture ( GL_TEXTURE0 ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , s_RenderTarget ) ;
// Use linear filtering.
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MAG_FILTER , GL_LINEAR ) ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MIN_FILTER , GL_LINEAR ) ;
TextureMngr : : EnableTexRECT ( 0 ) ;
glPolygonMode ( GL_FRONT_AND_BACK , GL_FILL ) ;
glBegin ( GL_QUADS ) ;
glTexCoord2f ( 0 , v_min ) ; glVertex2f ( - 1 , - 1 ) ;
glTexCoord2f ( 0 , v_max ) ; glVertex2f ( - 1 , 1 ) ;
glTexCoord2f ( u_max , v_max ) ; glVertex2f ( 1 , 1 ) ;
glTexCoord2f ( u_max , v_min ) ; glVertex2f ( 1 , - 1 ) ;
glEnd ( ) ;
// Restore filtering.
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MAG_FILTER , GL_NEAREST ) ;
glTexParameteri ( GL_TEXTURE_RECTANGLE_ARB , GL_TEXTURE_MIN_FILTER , GL_NEAREST ) ;
// Wireframe
if ( g_Config . bWireFrame )
glPolygonMode ( GL_FRONT_AND_BACK , GL_LINE ) ;
glBindTexture ( GL_TEXTURE_RECTANGLE_ARB , 0 ) ;
TextureMngr : : DisableStage ( 0 ) ;
// End of non-framebuffer_blit workaround.
}
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// Take screenshot, if requested
if ( s_bScreenshot ) {
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s_criticalScreenshot . Enter ( ) ;
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if ( SaveRenderTarget ( s_sScreenshotName . c_str ( ) , OpenGL_GetBackbufferWidth ( ) , OpenGL_GetBackbufferHeight ( ) ) ) {
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char msg [ 255 ] ;
sprintf ( msg , " Saved %s \n " , s_sScreenshotName . c_str ( ) ) ;
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OSD : : AddMessage ( msg , 2000 ) ;
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} else {
PanicAlert ( " Error capturing or saving screenshot. " ) ;
}
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s_sScreenshotName = " " ;
s_bScreenshot = false ;
s_criticalScreenshot . Leave ( ) ;
}
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// Place messages on the picture, then copy it to the screen
SwapBuffers ( ) ;
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s_bNativeResolution = g_Config . bNativeResolution ;
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RestoreGLState ( ) ;
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GL_REPORT_ERRORD ( ) ;
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g_Config . iSaveTargetId = 0 ;
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// For testing zbuffer targets.
// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
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}
////////////////////////////////////////////////
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void Renderer : : DrawDebugText ( )
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{
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// Reset viewport for drawing text
glViewport ( 0 , 0 , OpenGL_GetBackbufferWidth ( ) , OpenGL_GetBackbufferHeight ( ) ) ;
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// Draw various messages on the screen, like FPS, statistics, etc.
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char debugtext_buffer [ 8192 ] ;
char * p = debugtext_buffer ;
p [ 0 ] = 0 ;
if ( g_Config . bShowFPS )
{
p + = sprintf ( p , " FPS: %d \n " , s_fps ) ;
}
if ( g_Config . bOverlayStats ) {
p + = sprintf ( p , " textures created: %i \n " , stats . numTexturesCreated ) ;
p + = sprintf ( p , " textures alive: %i \n " , stats . numTexturesAlive ) ;
p + = sprintf ( p , " pshaders created: %i \n " , stats . numPixelShadersCreated ) ;
p + = sprintf ( p , " pshaders alive: %i \n " , stats . numPixelShadersAlive ) ;
p + = sprintf ( p , " vshaders created: %i \n " , stats . numVertexShadersCreated ) ;
p + = sprintf ( p , " vshaders alive: %i \n " , stats . numVertexShadersAlive ) ;
p + = sprintf ( p , " dlists called: %i \n " , stats . numDListsCalled ) ;
p + = sprintf ( p , " dlists called(f): %i \n " , stats . thisFrame . numDListsCalled ) ;
// not used.
//p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
//p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
//p+=sprintf(p,"strip joins: %i\n",stats.numJoins);
p + = sprintf ( p , " primitives: %i \n " , stats . thisFrame . numPrims ) ;
p + = sprintf ( p , " primitive joins: %i \n " , stats . thisFrame . numPrimitiveJoins ) ;
p + = sprintf ( p , " buffer splits: %i \n " , stats . thisFrame . numBufferSplits ) ;
p + = sprintf ( p , " draw calls: %i \n " , stats . thisFrame . numDrawCalls ) ;
p + = sprintf ( p , " primitives (DL): %i \n " , stats . thisFrame . numDLPrims ) ;
p + = sprintf ( p , " XF loads: %i \n " , stats . thisFrame . numXFLoads ) ;
p + = sprintf ( p , " XF loads (DL): %i \n " , stats . thisFrame . numXFLoadsInDL ) ;
p + = sprintf ( p , " CP loads: %i \n " , stats . thisFrame . numCPLoads ) ;
p + = sprintf ( p , " CP loads (DL): %i \n " , stats . thisFrame . numCPLoadsInDL ) ;
p + = sprintf ( p , " BP loads: %i \n " , stats . thisFrame . numBPLoads ) ;
p + = sprintf ( p , " BP loads (DL): %i \n " , stats . thisFrame . numBPLoadsInDL ) ;
p + = sprintf ( p , " vertex loaders: %i \n " , stats . numVertexLoaders ) ;
std : : string text1 ;
VertexLoaderManager : : AppendListToString ( & text1 ) ;
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// TODO: Check for buffer overflow
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p + = sprintf ( p , " %s " , text1 . c_str ( ) ) ;
}
if ( g_Config . bOverlayBlendStats )
{
p + = sprintf ( p , " LogicOp Mode: %i \n " , stats . logicOpMode ) ;
p + = sprintf ( p , " Source Factor: %i \n " , stats . srcFactor ) ;
p + = sprintf ( p , " Destination Factor: %i \n " , stats . dstFactor ) ;
p + = sprintf ( p , " Dithering: %s \n " , stats . dither = = 1 ? " Enabled " : " Disabled " ) ;
p + = sprintf ( p , " Color Update: %s \n " , stats . colorUpdate = = 1 ? " Enabled " : " Disabled " ) ;
p + = sprintf ( p , " Alpha Update: %s \n " , stats . alphaUpdate = = 1 ? " Enabled " : " Disabled " ) ;
p + = sprintf ( p , " Dst Alpha Enabled: %s \n " , stats . dstAlphaEnable = = 1 ? " Enabled " : " Disabled " ) ;
p + = sprintf ( p , " Dst Alpha: %08x \n " , stats . dstAlpha ) ;
}
if ( g_Config . bOverlayProjStats )
{
p + = sprintf ( p , " Projection #: X for Raw 6=0 (X for Raw 6!=0) \n \n " ) ;
p + = sprintf ( p , " Projection 0: %f (%f) Raw 0: %f \n " , stats . gproj_0 , stats . g2proj_0 , stats . proj_0 ) ;
p + = sprintf ( p , " Projection 1: %f (%f) \n " , stats . gproj_1 , stats . g2proj_1 ) ;
p + = sprintf ( p , " Projection 2: %f (%f) Raw 1: %f \n " , stats . gproj_2 , stats . g2proj_2 , stats . proj_1 ) ;
p + = sprintf ( p , " Projection 3: %f (%f) \n \n " , stats . gproj_3 , stats . g2proj_3 ) ;
p + = sprintf ( p , " Projection 4: %f (%f) \n " , stats . gproj_4 , stats . g2proj_4 ) ;
p + = sprintf ( p , " Projection 5: %f (%f) Raw 2: %f \n " , stats . gproj_5 , stats . g2proj_5 , stats . proj_2 ) ;
p + = sprintf ( p , " Projection 6: %f (%f) Raw 3: %f \n " , stats . gproj_6 , stats . g2proj_6 , stats . proj_3 ) ;
p + = sprintf ( p , " Projection 7: %f (%f) \n \n " , stats . gproj_7 , stats . g2proj_7 ) ;
p + = sprintf ( p , " Projection 8: %f (%f) \n " , stats . gproj_8 , stats . g2proj_8 ) ;
p + = sprintf ( p , " Projection 9: %f (%f) \n " , stats . gproj_9 , stats . g2proj_9 ) ;
p + = sprintf ( p , " Projection 10: %f (%f) Raw 4: %f \n \n " , stats . gproj_10 , stats . g2proj_10 , stats . proj_4 ) ;
p + = sprintf ( p , " Projection 11: %f (%f) Raw 5: %f \n \n " , stats . gproj_11 , stats . g2proj_11 , stats . proj_5 ) ;
p + = sprintf ( p , " Projection 12: %f (%f) \n " , stats . gproj_12 , stats . g2proj_12 ) ;
p + = sprintf ( p , " Projection 13: %f (%f) \n " , stats . gproj_13 , stats . g2proj_13 ) ;
p + = sprintf ( p , " Projection 14: %f (%f) \n " , stats . gproj_14 , stats . g2proj_14 ) ;
p + = sprintf ( p , " Projection 15: %f (%f) \n " , stats . gproj_15 , stats . g2proj_15 ) ;
}
// Render a shadow, and then the text.
Renderer : : RenderText ( debugtext_buffer , 21 , 21 , 0xDD000000 ) ;
Renderer : : RenderText ( debugtext_buffer , 20 , 20 , 0xFF00FFFF ) ;
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}
//////////////////////////////////////////////////////////////////////////////////////
// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
// ----------------------
void Renderer : : SwapBuffers ( )
{
// Count FPS.
static int fpscount = 0 ;
static unsigned long lasttime ;
+ + fpscount ;
if ( timeGetTime ( ) - lasttime > 1000 )
{
lasttime = timeGetTime ( ) ;
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s_fps = fpscount - 1 ;
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fpscount = 0 ;
}
DrawDebugText ( ) ;
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OSD : : DrawMessages ( ) ;
// -----------------------------
# if defined(DVPROFILE)
if ( g_bWriteProfile ) {
//g_bWriteProfile = 0;
static int framenum = 0 ;
const int UPDATE_FRAMES = 8 ;
if ( + + framenum > = UPDATE_FRAMES ) {
DVProfWrite ( " prof.txt " , UPDATE_FRAMES ) ;
DVProfClear ( ) ;
framenum = 0 ;
}
}
# endif
// Copy the rendered frame to the real window
OpenGL_SwapBuffers ( ) ;
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glClearColor ( 0 , 0 , 0 , 0 ) ;
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glClear ( GL_COLOR_BUFFER_BIT ) ;
GL_REPORT_ERRORD ( ) ;
// Clean out old stuff from caches
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VertexShaderCache : : ProgressiveCleanup ( ) ;
PixelShaderCache : : ProgressiveCleanup ( ) ;
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TextureMngr : : ProgressiveCleanup ( ) ;
frameCount + + ;
// New frame
stats . ResetFrame ( ) ;
// Render to the framebuffer.
glBindFramebufferEXT ( GL_FRAMEBUFFER_EXT , s_uFramebuffer ) ;
if ( nZBufferRender > 0 ) {
if ( - - nZBufferRender = = 0 ) {
// turn off
nZBufferRender = 0 ;
glDrawBuffer ( GL_COLOR_ATTACHMENT0_EXT ) ;
glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT , GL_COLOR_ATTACHMENT1_EXT , GL_TEXTURE_RECTANGLE_ARB , 0 , 0 ) ;
Renderer : : SetRenderMode ( RM_Normal ) ; // turn off any zwrites
}
}
}
void Renderer : : RenderText ( const char * pstr , int left , int top , u32 color )
{
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int nBackbufferWidth = ( int ) OpenGL_GetBackbufferWidth ( ) ;
int nBackbufferHeight = ( int ) OpenGL_GetBackbufferHeight ( ) ;
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glColor4f ( ( ( color > > 16 ) & 0xff ) / 255.0f , ( ( color > > 8 ) & 0xff ) / 255.0f ,
( ( color > > 0 ) & 0xff ) / 255.0f , ( ( color > > 24 ) & 0xFF ) / 255.0f ) ;
s_pfont - > printMultilineText ( pstr ,
left * 2.0f / ( float ) nBackbufferWidth - 1 ,
1 - top * 2.0f / ( float ) nBackbufferHeight ,
0 , nBackbufferWidth , nBackbufferHeight ) ;
}
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void Renderer : : SetScreenshot ( const char * filename )
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{
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s_criticalScreenshot . Enter ( ) ;
s_sScreenshotName = filename ;
s_bScreenshot = true ;
s_criticalScreenshot . Leave ( ) ;
}
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bool Renderer : : SaveRenderTarget ( const char * filename , int w , int h )
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{
u8 * data = ( u8 * ) malloc ( 3 * w * h ) ;
glPixelStorei ( GL_PACK_ALIGNMENT , 1 ) ;
glReadPixels ( 0 , 0 , w , h , GL_RGB , GL_UNSIGNED_BYTE , data ) ;
if ( glGetError ( ) ! = GL_NO_ERROR )
return false ;
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// Flip image upside down. Damn OpenGL.
for ( int y = 0 ; y < h / 2 ; y + + )
{
for ( int x = 0 ; x < w ; x + + )
{
std : : swap ( data [ ( y * w + x ) * 3 ] , data [ ( ( h - 1 - y ) * w + x ) * 3 ] ) ;
std : : swap ( data [ ( y * w + x ) * 3 + 1 ] , data [ ( ( h - 1 - y ) * w + x ) * 3 + 1 ] ) ;
std : : swap ( data [ ( y * w + x ) * 3 + 2 ] , data [ ( ( h - 1 - y ) * w + x ) * 3 + 2 ] ) ;
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}
}
# if defined(HAVE_WX) && HAVE_WX
wxImage a ( w , h , data ) ;
a . SaveFile ( wxString : : FromAscii ( filename ) , wxBITMAP_TYPE_BMP ) ;
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bool result = true ;
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# else
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bool result = SaveTGA ( filename , w , h , data ) ;
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free ( data ) ;
# endif
return result ;
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}
//////////////////////////////////////////////////////////////////////////////////////
// Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
// Call schedule: Called from VertexShaderManager
// ----------------------
void UpdateViewport ( )
{
// -----------------------------------------------------------------------
// Logging
// ------------------
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
// [0] = width/2
// [1] = height/2
// [2] = 16777215 * (farz - nearz)
// [3] = xorig + width/2 + 342
// [4] = yorig + height/2 + 342
// [5] = 16777215 * farz
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/*INFO_LOG(VIDEO, "view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
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rawViewport [ 3 ] - rawViewport [ 0 ] - 342 , rawViewport [ 4 ] + rawViewport [ 1 ] - 342 ,
2 * rawViewport [ 0 ] , 2 * rawViewport [ 1 ] ,
( rawViewport [ 5 ] - rawViewport [ 2 ] ) / 16777215.0f , rawViewport [ 5 ] / 16777215.0f ) ; */
// --------------------------
int scissorXOff = bpmem . scissorOffset . x * 2 - 342 ;
int scissorYOff = bpmem . scissorOffset . y * 2 - 342 ;
// -------------------------------------
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float MValueX = Renderer : : GetTargetScaleX ( ) ;
float MValueY = Renderer : : GetTargetScaleY ( ) ;
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// -----------------------------------------------------------------------
// Stretch picture with increased internal resolution
// ------------------
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int GLx = ( int ) ceil ( ( xfregs . rawViewport [ 3 ] - xfregs . rawViewport [ 0 ] - 342 - scissorXOff ) * MValueX ) ;
int GLy = ( int ) ceil ( Renderer : : GetTargetHeight ( ) - ( ( int ) ( xfregs . rawViewport [ 4 ] - xfregs . rawViewport [ 1 ] - 342 - scissorYOff ) ) * MValueY ) ;
int GLWidth = ( int ) ceil ( abs ( ( int ) ( 2 * xfregs . rawViewport [ 0 ] ) ) * MValueX ) ;
int GLHeight = ( int ) ceil ( abs ( ( int ) ( 2 * xfregs . rawViewport [ 1 ] ) ) * MValueY ) ;
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// -------------------------------------
// Update the view port
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glViewport ( GLx , GLy , GLWidth , GLHeight ) ;
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// GLDepthRange - this could be a source of trouble - see the viewport hacks.
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double GLNear = ( xfregs . rawViewport [ 5 ] - xfregs . rawViewport [ 2 ] ) / 16777215.0f ;
double GLFar = xfregs . rawViewport [ 5 ] / 16777215.0f ;
glDepthRange ( GLNear , GLFar ) ;
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// -------------------------------------
// Logging
/*
RECT RcTop , RcParent , RcChild ;
HWND Child = EmuWindow : : GetWnd ( ) ;
HWND Parent = GetParent ( Child ) ;
HWND Top = GetParent ( Parent ) ;
GetWindowRect ( Top , & RcTop ) ;
GetWindowRect ( Parent , & RcParent ) ;
GetWindowRect ( Child , & RcChild ) ;
//Console::ClearScreen();
Console : : Print ( " ---------------------------------------------------------------- \n " ) ;
Console : : Print ( " Top window: X:%03i Y:%03i Width:%03i Height:%03i \n " , RcTop . left , RcTop . top , RcTop . right - RcTop . left , RcTop . bottom - RcTop . top ) ;
Console : : Print ( " Parent window: X:%03i Y:%03i Width:%03i Height:%03i \n " , RcParent . left , RcParent . top , RcParent . right - RcParent . left , RcParent . bottom - RcParent . top ) ;
Console : : Print ( " Child window: X:%03i Y:%03i Width:%03i Height:%03i \n " , RcChild . left , RcChild . top , RcChild . right - RcChild . left , RcChild . bottom - RcChild . top ) ;
Console : : Print ( " ---------------------------------------------------------------- \n " ) ;
Console : : Print ( " Res. MValue: X:%f Y:%f XOffs:%f YOffs:%f \n " , OpenGL_GetXmax ( ) , OpenGL_GetYmax ( ) , OpenGL_GetXoff ( ) , OpenGL_GetYoff ( ) ) ;
Console : : Print ( " GLViewPort: X:%03i Y:%03i Width:%03i Height:%03i \n " , GLx , GLy , GLWidth , GLHeight ) ;
Console : : Print ( " GLDepthRange: Near:%f Far:%f \n " , GLNear , GLFar ) ;
Console : : Print ( " GLScissor: X:%03i Y:%03i Width:%03i Height:%03i \n " , GLScissorX , GLScissorY , GLScissorW , GLScissorH ) ;
Console : : Print ( " ---------------------------------------------------------------- \n " ) ;
*/
}