Merge branch 'master' into wii-usb

This commit is contained in:
Matthew Parlane 2012-12-29 17:47:52 +13:00
commit 13bd235c11
106 changed files with 24921 additions and 21176 deletions

1
.gitignore vendored
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@ -35,3 +35,4 @@ Source/Core/Common/Src/scmrev.h
*.ipch
.sconsign.dblite
Externals/scons-local/*
*~

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@ -86,7 +86,7 @@ endif()
# version number
set(DOLPHIN_VERSION_MAJOR "3")
set(DOLPHIN_VERSION_MINOR "0")
set(DOLPHIN_VERSION_MINOR "5")
if(DOLPHIN_IS_STABLE)
set(DOLPHIN_VERSION_PATCH "0")
else()
@ -178,6 +178,10 @@ if(APPLE)
# page on x86_64 is 4GB in size.
set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-pagezero_size,0x1000")
if(NOT DISABLE_WX)
add_definitions(-DUSE_WX -DHAVE_WX)
set(USE_WX TRUE)
endif()
find_library(APPKIT_LIBRARY AppKit)
find_library(APPSERV_LIBRARY ApplicationServices)
find_library(ATB_LIBRARY AudioToolbox)
@ -218,6 +222,15 @@ if(FASTLOG)
add_definitions(-DDEBUGFAST)
endif()
# For now GLES and EGL are tied to each other.
# Enabling GLES also disables the OpenGL plugin.
option(USE_GLES "Enables GLES, disables OGL" OFF)
if(USE_GLES)
message("GLES rendering enabled")
add_definitions(-DUSE_GLES)
add_definitions(-DUSE_EGL)
set(USE_EGL True)
endif()
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################
@ -591,7 +604,6 @@ file(WRITE ${PROJECT_BINARY_DIR}/Source/Core/Common/Src/scmrev.h
)
include_directories("${PROJECT_BINARY_DIR}/Source/Core/Common/Src")
########################################
# Optional Targets
# TODO: Add DSPSpy and TestSuite.
@ -627,19 +639,20 @@ set(CPACK_PACKAGE_VENDOR "Dolphin Team")
set(CPACK_PACKAGE_VERSION_MAJOR ${DOLPHIN_VERSION_MAJOR})
set(CPACK_PACKAGE_VERSION_MINOR ${DOLPHIN_VERSION_MINOR})
set(CPACK_PACKAGE_VERSION_PATCH ${DOLPHIN_VERSION_PATCH})
set(CPACK_PACKAGE_DESCRIPTION_FILE ${PROJECT_SOURCE_DIR}/Data/cpack_package_description.txt)
set(CPACK_PACKAGE_DESCRIPTION_SUMMARY "A Gamecube, Wii and Triforce emulator")
# TODO: CPACK_PACKAGE_DESCRIPTION_FILE
# TODO: CPACK_PACKAGE_DESCRIPTION_SUMMARY
set(CPACK_RPM_PACKAGE_GROUP System/Emulators/Other)
set(CPACK_RPM_PACKAGE_LICENSE GPL-2.0)
# TODO: CPACK_RESOURCE_FILE_README
# TODO: CPACK_RESOURCE_FILE_WELCOME
# TODO: CPACK_PACKAGE_EXECUTABLES
# TODO: CPACK_PACKAGE_ICON
# TODO: CPACK_NSIS_*
# TODO: Use CPack components for DSPSpy, etc => cpack_add_component
set(CPACK_SET_DESTDIR ON)
set(CPACK_SOURCE_GENERATOR "TGZ;TBZ2;ZIP")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.svn")
set(CPACK_SOURCE_IGNORE_FILES "\\\\.#;/#;.*~;\\\\.swp;/\\\\.git")
list(APPEND CPACK_SOURCE_IGNORE_FILES "${CMAKE_BINARY_DIR}")
# CPack must be included after the CPACK_* variables are set in order for those

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@ -0,0 +1 @@
Dolphin is a Gamecube, Wii and Triforce (the arcade machine based on the Gamecube) emulator which supports many extra features and abilities not present on the original consoles. Gamecube and Wii compatibility is good - one can expect "mainstream" titles to run; lesser known titles can be hit or miss. Triforce compatibility is currently limited to a couple of games - others require more of the Triforce-specific peripheral devices to be emulated.

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@ -14,13 +14,14 @@ Team members: http://code.google.com/p/dolphin-emu/people/
Please read the FAQ before use:
http://code.google.com/p/dolphin-emu/wiki/Facts_And_Questions
http://dolphin-emu.org/docs/faq/
System Requirements:
* OS: Microsoft Windows (XP/Vista or higher) or Linux or Apple Mac OS X.
* OS: Microsoft Windows (XP/Vista or higher) or Linux or Apple Mac OS X (10.6 or higher).
Windows XP x64 is NOT supported.
* Processor: Fast CPU with SSE2 supported (recommended at least 2Ghz).
Dual Core for speed boost.
* Graphics: Any graphics card that supports Direct3D 9 or OpenGL 2.1.
* Graphics: Any reasonably modern graphics card (Direct3D9/OpenGL 2.1, shader model 3.0).
[Command line usage]
Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]
@ -30,20 +31,22 @@ Usage: Dolphin [-h] [-d] [-l] [-e <str>] [-b] [-V <str>] [-A <str>]
-e, --exec=<str> Loads the specified file (DOL,ELF,WAD,GCM,ISO)
-b, --batch Exit Dolphin with emulator
-V, --video_backend=<str> Specify a video plugin
-A, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio
-A, --audio_emulation=<str> Low level (LLE) or high level (HLE) audio
[Libraries]
Cg: Cg Shading API (http://developer.nvidia.com/object/cg_toolkit.html)
*.pdb = Program Debug Database (use these symbols with a program debugger)
[DSP Plugins]
Plugin_DSP_HLE: High Level DSP Emulation
Plugin_DSP_LLE: Low Level DSP Emulation
[DSP Emulator Engines]
HLE: High Level DSP Emulation
LLE: Low Level DSP Emulation (requires DSP dumps)
Recompiler is faster than interpreter but may be buggy.
[Video Backends]
Direct3D9: Render with Direct3D 9
Direct3D11: Render with Direct3D 11
OpenGL: Render with OpenGL + Cg Shader Language
Software Renderer: Render using the CPU only (for devs only)
[Sys Files]
totaldb.dsy: Database of symbols (for devs only)
@ -54,9 +57,9 @@ setting-usa/jpn/usa.txt: config files for Wii
Cache: used to cache the ISO list
Config: emulator configuration files
Dump: anything dumped from dolphin will go here
GC: Gamecube memory cards
GameConfig: holds the INI game config files
Load: high resolution textures
GC: Gamecube memory cards
Load: custom textures
Logs: logs go here
Maps: symbol tables go here (dev only)
OpenCL: OpenCL code

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@ -158,7 +158,7 @@ public:
case MODE_READ: x = (wchar_t*)*ptr; break;
case MODE_WRITE: memcpy(*ptr, x.c_str(), stringLen); break;
case MODE_MEASURE: break;
case MODE_VERIFY: _dbg_assert_msg_(COMMON, x == (wchar_t*)*ptr, "Savestate verification failure: \"%s\" != \"%s\" (at %p).\n", x.c_str(), (wchar_t*)*ptr, ptr); break;
case MODE_VERIFY: _dbg_assert_msg_(COMMON, x == (wchar_t*)*ptr, "Savestate verification failure: \"%ls\" != \"%ls\" (at %p).\n", x.c_str(), (wchar_t*)*ptr, ptr); break;
}
(*ptr) += stringLen;
}

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@ -60,11 +60,6 @@ private:
#undef STACKALIGN
#define STACKALIGN __attribute__((__force_align_arg_pointer__))
#endif
// We use wxWidgets on OS X only if it is version 2.9+ with Cocoa support.
#ifdef __WXOSX_COCOA__
#define HAVE_WX 1
#define USE_WX 1 // Use wxGLCanvas
#endif
#elif defined _WIN32

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@ -649,8 +649,7 @@ std::string &GetUserPath(const unsigned int DirIDX, const std::string &newPath)
if (paths[D_USER_IDX].empty())
{
#ifdef _WIN32
// TODO: use GetExeDirectory() here instead of ROOT_DIR so that if the cwd is changed we still have the correct paths?
paths[D_USER_IDX] = ROOT_DIR DIR_SEP USERDATA_DIR DIR_SEP;
paths[D_USER_IDX] = GetExeDirectory() + DIR_SEP USERDATA_DIR DIR_SEP;
#else
if (File::Exists(ROOT_DIR DIR_SEP USERDATA_DIR))
paths[D_USER_IDX] = ROOT_DIR DIR_SEP USERDATA_DIR DIR_SEP;

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@ -117,6 +117,8 @@ struct Rectangle
Rectangle(T theLeft, T theTop, T theRight, T theBottom)
: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
{ }
bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
T GetWidth() const { return abs(right - left); }
T GetHeight() const { return abs(bottom - top); }

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@ -22,7 +22,9 @@
#include "../../../Plugins/Plugin_VideoDX9/Src/VideoBackend.h"
#include "../../../Plugins/Plugin_VideoDX11/Src/VideoBackend.h"
#endif
#ifndef USE_GLES
#include "../../../Plugins/Plugin_VideoOGL/Src/VideoBackend.h"
#endif
#include "../../../Plugins/Plugin_VideoSoftware/Src/VideoBackend.h"
std::vector<VideoBackend*> g_available_video_backends;
@ -52,7 +54,9 @@ void VideoBackend::PopulateList()
if (IsGteVista())
g_available_video_backends.push_back(new DX11::VideoBackend);
#endif
#ifndef USE_GLES
g_available_video_backends.push_back(new OGL::VideoBackend);
#endif
g_available_video_backends.push_back(new SW::VideoSoftware);
g_video_backend = g_available_video_backends.front();

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@ -137,6 +137,8 @@ public:
// the implementation needs not do synchronization logic, because calls to it are surrounded by PauseAndLock now
virtual void DoState(PointerWrap &p) = 0;
virtual void CheckInvalidState() = 0;
};
extern std::vector<VideoBackend*> g_available_video_backends;
@ -176,9 +178,15 @@ class VideoBackendHardware : public VideoBackend
void PauseAndLock(bool doLock, bool unpauseOnUnlock=true);
void DoState(PointerWrap &p);
bool m_invalid;
public:
void CheckInvalidState();
protected:
void InitializeShared();
void InvalidState();
};
#endif

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@ -70,7 +70,8 @@ set(SRCS Src/ActionReplay.cpp
Src/HW/CPU.cpp
Src/HW/DSP.cpp
Src/HW/DSPHLE/UCodes/UCode_AX.cpp
Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_AXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_NewAXWii.cpp
Src/HW/DSPHLE/UCodes/UCode_CARD.cpp
Src/HW/DSPHLE/UCodes/UCode_InitAudioSystem.cpp
Src/HW/DSPHLE/UCodes/UCode_ROM.cpp
@ -192,7 +193,11 @@ set(SRCS Src/ActionReplay.cpp
Src/PowerPC/JitCommon/JitCache.cpp
Src/PowerPC/JitCommon/Jit_Util.cpp)
set(LIBS bdisasm inputcommon videoogl videosoftware sfml-network)
set(LIBS bdisasm inputcommon videosoftware sfml-network)
if(NOT USE_GLES)
set(LIBS ${LIBS} videoogl)
endif()
if(LIBUSB_FOUND)

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@ -261,6 +261,7 @@
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCodes.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AX.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_CARD.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_GBA.cpp" />
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_InitAudioSystem.cpp" />
@ -463,9 +464,11 @@
<ClInclude Include="Src\HW\DSPHLE\MailHandler.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCodes.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXStructs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Structs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Structs.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Voice.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_CARD.h" />
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_GBA.h" />
@ -597,4 +600,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

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@ -197,6 +197,9 @@
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
<ClCompile Include="Src\HW\DSPHLE\UCodes\UCode_CARD.cpp">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClCompile>
@ -730,18 +733,24 @@
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_ADPCM.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Voice.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXStructs.h">
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AX_Structs.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Structs.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_AXWii_Voice.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_NewAXWii.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
<ClInclude Include="Src\HW\DSPHLE\UCodes\UCode_CARD.h">
<Filter>HW %28Flipper/Hollywood%29\DSP Interface + HLE\HLE\uCodes</Filter>
</ClInclude>
@ -1183,4 +1192,4 @@
<UniqueIdentifier>{321a9af5-9b3d-4620-888c-fe9d02e9559e}</UniqueIdentifier>
</Filter>
</ItemGroup>
</Project>
</Project>

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@ -12,52 +12,162 @@
// 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
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_AX
#define _UCODE_AX
// High-level emulation for the AX Gamecube UCode.
//
// TODO:
// * Depop support
// * ITD support
// * Polyphase sample interpolation support (not very useful)
// * Dolby Pro 2 mixing with recent AX versions
#include <iostream>
#include "UCode_AXStructs.h"
#ifndef _UCODE_AX_H
#define _UCODE_AX_H
enum
#include "UCodes.h"
#include "UCode_AX_Structs.h"
// We can't directly use the mixer_control field from the PB because it does
// not mean the same in all AX versions. The AX UCode converts the
// mixer_control value to an AXMixControl bitfield.
enum AXMixControl
{
NUMBER_OF_PBS = 128
MIX_L = 0x000001,
MIX_L_RAMP = 0x000002,
MIX_R = 0x000004,
MIX_R_RAMP = 0x000008,
MIX_S = 0x000010,
MIX_S_RAMP = 0x000020,
MIX_AUXA_L = 0x000040,
MIX_AUXA_L_RAMP = 0x000080,
MIX_AUXA_R = 0x000100,
MIX_AUXA_R_RAMP = 0x000200,
MIX_AUXA_S = 0x000400,
MIX_AUXA_S_RAMP = 0x000800,
MIX_AUXB_L = 0x001000,
MIX_AUXB_L_RAMP = 0x002000,
MIX_AUXB_R = 0x004000,
MIX_AUXB_R_RAMP = 0x008000,
MIX_AUXB_S = 0x010000,
MIX_AUXB_S_RAMP = 0x020000,
MIX_AUXC_L = 0x040000,
MIX_AUXC_L_RAMP = 0x080000,
MIX_AUXC_R = 0x100000,
MIX_AUXC_R_RAMP = 0x200000,
MIX_AUXC_S = 0x400000,
MIX_AUXC_S_RAMP = 0x800000
};
class CUCode_AX : public IUCode
class CUCode_AX : public IUCode
{
public:
CUCode_AX(DSPHLE *dsp_hle, u32 _CRC);
CUCode_AX(DSPHLE* dsp_hle, u32 crc);
virtual ~CUCode_AX();
void HandleMail(u32 _uMail);
void MixAdd(short* _pBuffer, int _iSize);
void Update(int cycles);
void DoState(PointerWrap &p);
virtual void HandleMail(u32 mail);
virtual void MixAdd(short* out_buffer, int nsamples);
virtual void Update(int cycles);
virtual void DoState(PointerWrap& p);
// PBs
u8 numPBaddr;
u32 PBaddr[8]; //2 needed for MP2
u32 m_addressPBs;
// Needed because StdThread.h std::thread implem does not support member
// pointers.
static void SpawnAXThread(CUCode_AX* self);
private:
enum
protected:
enum MailType
{
MAIL_AX_ALIST = 0xBABE0000,
AXLIST_STUDIOADDR = 0x0000,
AXLIST_PBADDR = 0x0002,
AXLIST_SBUFFER = 0x0007,
AXLIST_COMPRESSORTABLE = 0x000A,
AXLIST_END = 0x000F
MAIL_RESUME = 0xCDD10000,
MAIL_NEW_UCODE = 0xCDD10001,
MAIL_RESET = 0xCDD10002,
MAIL_CONTINUE = 0xCDD10003,
// CPU sends 0xBABE0000 | cmdlist_size to the DSP
MAIL_CMDLIST = 0xBABE0000,
MAIL_CMDLIST_MASK = 0xFFFF0000
};
int *templbuffer;
int *temprbuffer;
// 32 * 5 because 32 samples per millisecond, for max 5 milliseconds.
int m_samples_left[32 * 5];
int m_samples_right[32 * 5];
int m_samples_surround[32 * 5];
int m_samples_auxA_left[32 * 5];
int m_samples_auxA_right[32 * 5];
int m_samples_auxA_surround[32 * 5];
int m_samples_auxB_left[32 * 5];
int m_samples_auxB_right[32 * 5];
int m_samples_auxB_surround[32 * 5];
// ax task message handler
bool AXTask(u32& _uMail);
// Volatile because it's set by HandleMail and accessed in
// HandleCommandList, which are running in two different threads.
volatile u16 m_cmdlist[512];
volatile u32 m_cmdlist_size;
std::thread m_axthread;
// Sync objects
std::mutex m_processing;
std::condition_variable m_cmdlist_cv;
std::mutex m_cmdlist_mutex;
// Copy a command list from memory to our temp buffer
void CopyCmdList(u32 addr, u16 size);
// Convert a mixer_control bitfield to our internal representation for that
// value. Required because that bitfield has a different meaning in some
// versions of AX.
AXMixControl ConvertMixerControl(u32 mixer_control);
// Send a notification to the AX thread to tell him a new cmdlist addr is
// available for processing.
void NotifyAXThread();
void AXThread();
virtual void HandleCommandList();
void SetupProcessing(u32 init_addr);
void DownloadAndMixWithVolume(u32 addr, u16 vol_main, u16 vol_auxa, u16 vol_auxb);
void ProcessPBList(u32 pb_addr);
void MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr);
void UploadLRS(u32 dst_addr);
void SetMainLR(u32 src_addr);
void OutputSamples(u32 out_addr, u32 surround_addr);
void MixAUXBLR(u32 ul_addr, u32 dl_addr);
void SendAUXAndMix(u32 main_auxa_up, u32 auxb_s_up, u32 main_l_dl,
u32 main_r_dl, u32 auxb_l_dl, u32 auxb_r_dl);
// Handle save states for main AX.
void DoAXState(PointerWrap& p);
private:
enum CmdType
{
CMD_SETUP = 0x00,
CMD_DL_AND_VOL_MIX = 0x01,
CMD_PB_ADDR = 0x02,
CMD_PROCESS = 0x03,
CMD_MIX_AUXA = 0x04,
CMD_MIX_AUXB = 0x05,
CMD_UPLOAD_LRS = 0x06,
CMD_SET_LR = 0x07,
CMD_UNK_08 = 0x08,
CMD_MIX_AUXB_NOWRITE = 0x09,
CMD_COMPRESSOR_TABLE_ADDR = 0x0A,
CMD_UNK_0B = 0x0B,
CMD_UNK_0C = 0x0C,
CMD_MORE = 0x0D,
CMD_OUTPUT = 0x0E,
CMD_END = 0x0F,
CMD_MIX_AUXB_LR = 0x10,
CMD_UNK_11 = 0x11,
CMD_UNK_12 = 0x12,
CMD_SEND_AUX_AND_MIX = 0x13,
};
};
#endif // _UCODE_AX
#endif // !_UCODE_AX_H

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@ -21,10 +21,10 @@
#include "Mixer.h"
#include "UCodes.h"
#include "UCode_AXStructs.h"
#include "UCode_AXWii_Structs.h"
#include "UCode_AX.h" // for some functions in CUCode_AX
#include "UCode_AXWii.h"
#include "UCode_AX_Voice.h"
#include "UCode_AXWii_Voice.h"
CUCode_AXWii::CUCode_AXWii(DSPHLE *dsp_hle, u32 l_CRC)

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@ -18,7 +18,7 @@
#ifndef _UCODE_AXWII
#define _UCODE_AXWII
#include "UCode_AXStructs.h"
#include "UCode_AXWii_Structs.h"
#define NUMBER_OF_PBS 128

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@ -0,0 +1,271 @@
// Copyright (C) 2003 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/
#ifndef _UCODE_AXWII_VOICE_H
#define _UCODE_AXWII_VOICE_H
#include "UCodes.h"
#include "UCode_AXWii_ADPCM.h"
#include "UCode_AX.h"
#include "Mixer.h"
#include "../../AudioInterface.h"
// MRAM -> ARAM for GC
inline bool ReadPB(u32 addr, AXPB &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// MRAM -> ARAM for Wii
inline bool ReadPB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
// preswap the mixer_control
PB.mixer_control = ((u32)PB_in_mram[7] << 16) | ((u32)PB_in_mram[6] >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// ARAM -> MRAM for GC
inline bool WritePB(u32 addr, AXPB &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
// ARAM -> MRAM for Wii
inline bool WritePB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
// preswap the mixer_control
*(u32*)&PB_in_mram[6] = (PB.mixer_control << 16) | (PB.mixer_control >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// TODO: fix handling of gc/wii PB differences
// TODO: generally fix up the mess - looks crazy and kinda wrong
template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb,
int *templbuffer, int *temprbuffer,
int _iSize)
{
if (pb.running)
{
const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo)
* /*ratioFactor:*/((float)AudioInterface::GetAIDSampleRate() / (float)soundStream->GetMixer()->GetSampleRate()));
u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
u32 frac = pb.src.cur_addr_frac;
// =======================================================================================
// Handle No-SRC streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
// detect that this setting. Updates did not fix this automatically.
// ---------------------------------------------------------------------------------------
// Stream settings
// src_type = 2 (most other games have src_type = 0)
// Affected games:
// Baten Kaitos - Eternal Wings (2003)
// Baten Kaitos - Origins (2006)?
// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
// the sound format plays in to, Baten use ADPCM, SC2 use PCM16
//if (pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
if (pb.running && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
{
pb.src.ratio_hi = 1;
}
// =======================================================================================
// Games that use looping to play non-looping music streams - SSBM has info in all
// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
// like any other looping streams the music works. I'm unsure how we are actually supposed to
// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
// identify these types of blocks. Updates did not write any looping values.
if (
(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
&& pb.mixer_control == 0 && pb.adpcm_loop_info.pred_scale <= 0x7F
)
{
pb.audio_addr.looping = 1;
}
// Top Spin 3 Wii
if (pb.audio_addr.sample_format > 25)
pb.audio_addr.sample_format = 0;
// =======================================================================================
// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
for (int s = 0; s < _iSize; s++)
{
int sample = 0;
u32 oldFrac = frac;
frac += ratio;
u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
// =======================================================================================
// Process sample format
switch (pb.audio_addr.sample_format)
{
case AUDIOFORMAT_PCM8:
pb.adpcm.yn2 = ((s8)DSP::ReadARAM(samplePos)) << 8; //current sample
pb.adpcm.yn1 = ((s8)DSP::ReadARAM(samplePos + 1)) << 8; //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_PCM16:
pb.adpcm.yn2 = (s16)(u16)((DSP::ReadARAM(samplePos * 2) << 8) | (DSP::ReadARAM((samplePos * 2 + 1)))); //current sample
pb.adpcm.yn1 = (s16)(u16)((DSP::ReadARAM((samplePos + 1) * 2) << 8) | (DSP::ReadARAM(((samplePos + 1) * 2 + 1)))); //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_ADPCM:
ADPCM_Step(pb.adpcm, samplePos, newSamplePos, frac);
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac) + pb.adpcm.yn2) >> 16; //adpcm moves on frac
break;
default:
break;
}
// ===================================================================
// Overall volume control. In addition to this there is also separate volume settings to
// different channels (left, right etc).
frac &= 0xffff;
int vol = pb.vol_env.cur_volume >> 9;
sample = sample * vol >> 8;
if (pb.mixer_control & MIXCONTROL_RAMPING)
{
int x = pb.vol_env.cur_volume;
x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
// that use this? Or how does it work?
if (x < 0)
x = 0;
if (x >= 0x7fff)
x = 0x7fff;
pb.vol_env.cur_volume = x; // maybe not per sample?? :P
}
int leftmix = pb.mixer.left >> 5;
int rightmix = pb.mixer.right >> 5;
int left = sample * leftmix >> 8;
int right = sample * rightmix >> 8;
// adpcm has to walk from oldSamplePos to samplePos here
templbuffer[s] += left;
temprbuffer[s] += right;
// Control the behavior when we reach the end of the sample
if (samplePos >= sampleEnd)
{
if (pb.audio_addr.looping == 1)
{
if ((samplePos & ~0x1f) == (sampleEnd & ~0x1f) || (pb.audio_addr.sample_format != AUDIOFORMAT_ADPCM))
samplePos = loopPos;
if ((!pb.is_stream) && (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM))
{
pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
}
}
else
{
pb.running = 0;
samplePos = loopPos;
//samplePos = samplePos - sampleEnd + loopPos;
memset(&pb.dpop, 0, sizeof(pb.dpop));
memset(pb.src.last_samples, 0, 8);
break;
}
}
} // end of the _iSize loop
// Update volume
pb.mixer.left = ADPCM_Vol(pb.mixer.left, pb.mixer.left_delta);
pb.mixer.right = ADPCM_Vol(pb.mixer.right, pb.mixer.right_delta);
pb.src.cur_addr_frac = (u16)frac;
pb.audio_addr.cur_addr_hi = samplePos >> 16;
pb.audio_addr.cur_addr_lo = (u16)samplePos;
} // if (pb.running)
}
#endif

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@ -0,0 +1,392 @@
// Copyright (C) 2003 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/
#ifndef _UCODE_AX_STRUCTS_H
#define _UCODE_AX_STRUCTS_H
struct PBMixer
{
u16 left;
u16 left_delta;
u16 right;
u16 right_delta;
u16 auxA_left;
u16 auxA_left_delta;
u16 auxA_right;
u16 auxA_right_delta;
u16 auxB_left;
u16 auxB_left_delta;
u16 auxB_right;
u16 auxB_right_delta;
u16 auxB_surround;
u16 auxB_surround_delta;
u16 surround;
u16 surround_delta;
u16 auxA_surround;
u16 auxA_surround_delta;
};
struct PBMixerWii
{
// volume mixing values in .15, 0x8000 = ca. 1.0
u16 left;
u16 left_delta;
u16 right;
u16 right_delta;
u16 auxA_left;
u16 auxA_left_delta;
u16 auxA_right;
u16 auxA_right_delta;
u16 auxB_left;
u16 auxB_left_delta;
u16 auxB_right;
u16 auxB_right_delta;
// Note: the following elements usage changes a little in DPL2 mode
// TODO: implement and comment it in the mixer
u16 auxC_left;
u16 auxC_left_delta;
u16 auxC_right;
u16 auxC_right_delta;
u16 surround;
u16 surround_delta;
u16 auxA_surround;
u16 auxA_surround_delta;
u16 auxB_surround;
u16 auxB_surround_delta;
u16 auxC_surround;
u16 auxC_surround_delta;
};
struct PBMixerWM
{
u16 main0;
u16 main0_delta;
u16 aux0;
u16 aux0_delta;
u16 main1;
u16 main1_delta;
u16 aux1;
u16 aux1_delta;
u16 main2;
u16 main2_delta;
u16 aux2;
u16 aux2_delta;
u16 main3;
u16 main3_delta;
u16 aux3;
u16 aux3_delta;
};
struct PBInitialTimeDelay
{
u16 on;
u16 addrMemHigh;
u16 addrMemLow;
u16 offsetLeft;
u16 offsetRight;
u16 targetLeft;
u16 targetRight;
};
// Update data - read these each 1ms subframe and use them!
// It seems that to provide higher time precisions for MIDI events, some games
// use this thing to update the parameter blocks per 1ms sub-block (a block is 5ms).
// Using this data should fix games that are missing MIDI notes.
struct PBUpdates
{
u16 num_updates[5];
u16 data_hi; // These point to main RAM. Not sure about the structure of the data.
u16 data_lo;
};
// The DSP stores the final sample values for each voice after every frame of processing.
// The values are then accumulated for all dropped voices, added to the next frame of audio,
// and ramped down on a per-sample basis to provide a gentle "roll off."
struct PBDpop
{
s16 left;
s16 auxA_left;
s16 auxB_left;
s16 right;
s16 auxA_right;
s16 auxB_right;
s16 surround;
s16 auxA_surround;
s16 auxB_surround;
};
struct PBDpopWii
{
s16 left;
s16 auxA_left;
s16 auxB_left;
s16 auxC_left;
s16 right;
s16 auxA_right;
s16 auxB_right;
s16 auxC_right;
s16 surround;
s16 auxA_surround;
s16 auxB_surround;
s16 auxC_surround;
};
struct PBDpopWM
{
s16 aMain0;
s16 aMain1;
s16 aMain2;
s16 aMain3;
s16 aAux0;
s16 aAux1;
s16 aAux2;
s16 aAux3;
};
struct PBVolumeEnvelope
{
u16 cur_volume; // volume at start of frame
s16 cur_volume_delta; // signed per sample delta (96 samples per frame)
};
struct PBUnknown2
{
u16 unknown_reserved[3];
};
struct PBAudioAddr
{
u16 looping;
u16 sample_format;
u16 loop_addr_hi; // Start of loop (this will point to a shared "zero" buffer if one-shot mode is active)
u16 loop_addr_lo;
u16 end_addr_hi; // End of sample (and loop), inclusive
u16 end_addr_lo;
u16 cur_addr_hi;
u16 cur_addr_lo;
};
struct PBADPCMInfo
{
s16 coefs[16];
u16 gain;
u16 pred_scale;
s16 yn1;
s16 yn2;
};
struct PBSampleRateConverter
{
// ratio = (f32)ratio * 0x10000;
// valid range is 1/512 to 4.0000
u16 ratio_hi; // integer part of sampling ratio
u16 ratio_lo; // fraction part of sampling ratio
u16 cur_addr_frac;
u16 last_samples[4];
};
struct PBSampleRateConverterWM
{
u16 currentAddressFrac;
u16 last_samples[4];
};
struct PBADPCMLoopInfo
{
u16 pred_scale;
u16 yn1;
u16 yn2;
};
struct PBLowPassFilter
{
u16 enabled;
u16 yn1;
u16 a0;
u16 b0;
};
struct AXPB
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, ?, linear)
u16 coef_select;
u16 mixer_control;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixer mixer;
PBInitialTimeDelay initial_time_delay;
PBUpdates updates;
PBDpop dpop;
PBVolumeEnvelope vol_env;
PBUnknown2 unknown3;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
u16 padding[25];
};
struct PBBiquadFilter
{
u16 on; // on = 2, off = 0
u16 xn1; // History data
u16 xn2;
u16 yn1;
u16 yn2;
u16 b0; // Filter coefficients
u16 b1;
u16 b2;
u16 a1;
u16 a2;
};
union PBInfImpulseResponseWM
{
PBLowPassFilter lpf;
PBBiquadFilter biquad;
};
struct AXPBWii
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
u16 coef_select; // coef for the 4-tap src
u16 mixer_control_hi;
u16 mixer_control_lo;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixerWii mixer;
PBInitialTimeDelay initial_time_delay;
PBDpopWii dpop;
PBVolumeEnvelope vol_env;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
PBBiquadFilter biquad;
// WIIMOTE :D
u16 remote;
u16 remote_mixer_control;
PBMixerWM remote_mixer;
PBDpopWM remote_dpop;
PBSampleRateConverterWM remote_src;
PBInfImpulseResponseWM remote_iir;
u16 pad[12]; // align us, captain! (32B)
};
// Seems like nintendo used an early version of AXWii and forgot to remove the update functionality ;p
struct PBUpdatesWiiSports
{
u16 num_updates[3];
u16 data_hi;
u16 data_lo;
};
struct AXPBWiiSports
{
u16 next_pb_hi;
u16 next_pb_lo;
u16 this_pb_hi;
u16 this_pb_lo;
u16 src_type; // Type of sample rate converter (none, 4-tap, linear)
u16 coef_select; // coef for the 4-tap src
u32 mixer_control;
u16 running; // 1=RUN 0=STOP
u16 is_stream; // 1 = stream, 0 = one shot
PBMixerWii mixer;
PBInitialTimeDelay initial_time_delay;
PBUpdatesWiiSports updates;
PBDpopWii dpop;
PBVolumeEnvelope vol_env;
PBAudioAddr audio_addr;
PBADPCMInfo adpcm;
PBSampleRateConverter src;
PBADPCMLoopInfo adpcm_loop_info;
PBLowPassFilter lpf;
PBBiquadFilter biquad;
// WIIMOTE :D
u16 remote;
u16 remote_mixer_control;
PBMixerWM remote_mixer;
PBDpopWM remote_dpop;
PBSampleRateConverterWM remote_src;
PBInfImpulseResponseWM remote_iir;
u16 pad[7]; // align us, captain! (32B)
};
// TODO: All these enums have changed a lot for wii
enum {
AUDIOFORMAT_ADPCM = 0,
AUDIOFORMAT_PCM8 = 0x19,
AUDIOFORMAT_PCM16 = 0xA,
};
enum {
SRCTYPE_POLYPHASE = 0,
SRCTYPE_LINEAR = 1,
SRCTYPE_NEAREST = 2,
};
// Both may be used at once
enum {
FILTER_LOWPASS = 1,
FILTER_BIQUAD = 2,
};
#endif // _UCODE_AX_STRUCTS_H

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@ -12,260 +12,389 @@
// 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
// Official Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// This file is UGLY (full of #ifdef) so that it can be used with both GC and
// Wii version of AX. Maybe it would be better to abstract away the parts that
// can be made common.
#ifndef _UCODE_AX_VOICE_H
#define _UCODE_AX_VOICE_H
#include "UCodes.h"
#include "UCode_AX_ADPCM.h"
#include "UCode_AX.h"
#include "Mixer.h"
#include "../../AudioInterface.h"
// MRAM -> ARAM for GC
inline bool ReadPB(u32 addr, AXPB &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// MRAM -> ARAM for Wii
inline bool ReadPB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_mram = (const u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
u16* PB_in_aram = (u16*)&PB;
// preswap the mixer_control
PB.mixer_control = ((u32)PB_in_mram[7] << 16) | ((u32)PB_in_mram[6] >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_aram[p] = Common::swap16(PB_in_mram[p]);
}
return true;
}
// ARAM -> MRAM for GC
inline bool WritePB(u32 addr, AXPB &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
for (size_t p = 0; p < (sizeof(AXPB) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
// ARAM -> MRAM for Wii
inline bool WritePB(u32 addr, AXPBWii &PB)
{
const u16* PB_in_aram = (const u16*)&PB;
u16* PB_in_mram = (u16*)Memory::GetPointer(addr);
if (PB_in_mram == NULL)
return false;
// preswap the mixer_control
*(u32*)&PB_in_mram[6] = (PB.mixer_control << 16) | (PB.mixer_control >> 16);
for (size_t p = 0; p < (sizeof(AXPBWii) >> 1); p++)
{
PB_in_mram[p] = Common::swap16(PB_in_aram[p]);
}
return true;
}
//////////////////////////////////////////////////////////////////////////
// TODO: fix handling of gc/wii PB differences
// TODO: generally fix up the mess - looks crazy and kinda wrong
template<class ParamBlockType>
inline void MixAddVoice(ParamBlockType &pb,
int *templbuffer, int *temprbuffer,
int _iSize)
{
if (pb.running)
{
const u32 ratio = (u32)(((pb.src.ratio_hi << 16) + pb.src.ratio_lo)
* /*ratioFactor:*/((float)AudioInterface::GetAIDSampleRate() / (float)soundStream->GetMixer()->GetSampleRate()));
u32 sampleEnd = (pb.audio_addr.end_addr_hi << 16) | pb.audio_addr.end_addr_lo;
u32 loopPos = (pb.audio_addr.loop_addr_hi << 16) | pb.audio_addr.loop_addr_lo;
u32 samplePos = (pb.audio_addr.cur_addr_hi << 16) | pb.audio_addr.cur_addr_lo;
u32 frac = pb.src.cur_addr_frac;
// =======================================================================================
// Handle No-SRC streams - No src streams have pb.src_type == 2 and have pb.src.ratio_hi = 0
// and pb.src.ratio_lo = 0. We handle that by setting the sampling ratio integer to 1. This
// makes samplePos update in the correct way. I'm unsure how we are actually supposed to
// detect that this setting. Updates did not fix this automatically.
// ---------------------------------------------------------------------------------------
// Stream settings
// src_type = 2 (most other games have src_type = 0)
// Affected games:
// Baten Kaitos - Eternal Wings (2003)
// Baten Kaitos - Origins (2006)?
// Soul Calibur 2: The movie music use src_type 2 but it needs no adjustment, perhaps
// the sound format plays in to, Baten use ADPCM, SC2 use PCM16
//if (pb.src_type == 2 && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
if (pb.running && (pb.src.ratio_hi == 0 && pb.src.ratio_lo == 0))
{
pb.src.ratio_hi = 1;
}
// =======================================================================================
// Games that use looping to play non-looping music streams - SSBM has info in all
// pb.adpcm_loop_info parameters but has pb.audio_addr.looping = 0. If we treat these streams
// like any other looping streams the music works. I'm unsure how we are actually supposed to
// detect that these kinds of blocks should be looping. It seems like pb.mixer_control == 0 may
// identify these types of blocks. Updates did not write any looping values.
if (
(pb.adpcm_loop_info.pred_scale || pb.adpcm_loop_info.yn1 || pb.adpcm_loop_info.yn2)
&& pb.mixer_control == 0 && pb.adpcm_loop_info.pred_scale <= 0x7F
)
{
pb.audio_addr.looping = 1;
}
// Top Spin 3 Wii
if (pb.audio_addr.sample_format > 25)
pb.audio_addr.sample_format = 0;
// =======================================================================================
// Walk through _iSize. _iSize = numSamples. If the game goes slow _iSize will be higher to
// compensate for that. _iSize can be as low as 100 or as high as 2000 some cases.
for (int s = 0; s < _iSize; s++)
{
int sample = 0;
u32 oldFrac = frac;
frac += ratio;
u32 newSamplePos = samplePos + (frac >> 16); //whole number of frac
// =======================================================================================
// Process sample format
switch (pb.audio_addr.sample_format)
{
case AUDIOFORMAT_PCM8:
pb.adpcm.yn2 = ((s8)DSP::ReadARAM(samplePos)) << 8; //current sample
pb.adpcm.yn1 = ((s8)DSP::ReadARAM(samplePos + 1)) << 8; //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_PCM16:
pb.adpcm.yn2 = (s16)(u16)((DSP::ReadARAM(samplePos * 2) << 8) | (DSP::ReadARAM((samplePos * 2 + 1)))); //current sample
pb.adpcm.yn1 = (s16)(u16)((DSP::ReadARAM((samplePos + 1) * 2) << 8) | (DSP::ReadARAM(((samplePos + 1) * 2 + 1)))); //next sample
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)oldFrac + pb.adpcm.yn2 * (u16)(0xFFFF - oldFrac) + pb.adpcm.yn2) >> 16;
samplePos = newSamplePos;
break;
case AUDIOFORMAT_ADPCM:
ADPCM_Step(pb.adpcm, samplePos, newSamplePos, frac);
if (pb.src_type == SRCTYPE_NEAREST)
sample = pb.adpcm.yn2;
else // linear interpolation
sample = (pb.adpcm.yn1 * (u16)frac + pb.adpcm.yn2 * (u16)(0xFFFF - frac) + pb.adpcm.yn2) >> 16; //adpcm moves on frac
break;
default:
break;
}
// ===================================================================
// Overall volume control. In addition to this there is also separate volume settings to
// different channels (left, right etc).
frac &= 0xffff;
int vol = pb.vol_env.cur_volume >> 9;
sample = sample * vol >> 8;
if (pb.mixer_control & MIXCONTROL_RAMPING)
{
int x = pb.vol_env.cur_volume;
x += pb.vol_env.cur_volume_delta; // I'm not sure about this, can anybody find a game
// that use this? Or how does it work?
if (x < 0)
x = 0;
if (x >= 0x7fff)
x = 0x7fff;
pb.vol_env.cur_volume = x; // maybe not per sample?? :P
}
int leftmix = pb.mixer.left >> 5;
int rightmix = pb.mixer.right >> 5;
int left = sample * leftmix >> 8;
int right = sample * rightmix >> 8;
// adpcm has to walk from oldSamplePos to samplePos here
templbuffer[s] += left;
temprbuffer[s] += right;
// Control the behavior when we reach the end of the sample
if (samplePos >= sampleEnd)
{
if (pb.audio_addr.looping == 1)
{
if ((samplePos & ~0x1f) == (sampleEnd & ~0x1f) || (pb.audio_addr.sample_format != AUDIOFORMAT_ADPCM))
samplePos = loopPos;
if ((!pb.is_stream) && (pb.audio_addr.sample_format == AUDIOFORMAT_ADPCM))
{
pb.adpcm.yn1 = pb.adpcm_loop_info.yn1;
pb.adpcm.yn2 = pb.adpcm_loop_info.yn2;
pb.adpcm.pred_scale = pb.adpcm_loop_info.pred_scale;
}
}
else
{
pb.running = 0;
samplePos = loopPos;
//samplePos = samplePos - sampleEnd + loopPos;
memset(&pb.dpop, 0, sizeof(pb.dpop));
memset(pb.src.last_samples, 0, 8);
break;
}
}
} // end of the _iSize loop
// Update volume
pb.mixer.left = ADPCM_Vol(pb.mixer.left, pb.mixer.left_delta);
pb.mixer.right = ADPCM_Vol(pb.mixer.right, pb.mixer.right_delta);
pb.src.cur_addr_frac = (u16)frac;
pb.audio_addr.cur_addr_hi = samplePos >> 16;
pb.audio_addr.cur_addr_lo = (u16)samplePos;
} // if (pb.running)
}
#if !defined(AX_GC) && !defined(AX_WII)
#error UCode_AX_Voice.h included without specifying version
#endif
#include "Common.h"
#include "UCode_AX_Structs.h"
#include "../../DSP.h"
#ifdef AX_GC
# define PB_TYPE AXPB
#else
# define PB_TYPE AXPBWii
#endif
// Put all of that in an anonymous namespace to avoid stupid compilers merging
// functions from AX GC and AX Wii.
namespace {
// Useful macro to convert xxx_hi + xxx_lo to xxx for 32 bits.
#define HILO_TO_32(name) \
((name##_hi << 16) | name##_lo)
// Used to pass a large amount of buffers to the mixing function.
union AXBuffers
{
struct
{
int* left;
int* right;
int* surround;
int* auxA_left;
int* auxA_right;
int* auxA_surround;
int* auxB_left;
int* auxB_right;
int* auxB_surround;
#ifdef AX_WII
int* auxC_left;
int* auxC_right;
int* auxC_surround;
#endif
};
#ifdef AX_GC
int* ptrs[9];
#else
int* ptrs[12];
#endif
};
// Read a PB from MRAM/ARAM
bool ReadPB(u32 addr, PB_TYPE& pb)
{
u16* dst = (u16*)&pb;
const u16* src = (const u16*)Memory::GetPointer(addr);
if (!src)
return false;
for (u32 i = 0; i < sizeof (pb) / sizeof (u16); ++i)
dst[i] = Common::swap16(src[i]);
return true;
}
// Write a PB back to MRAM/ARAM
bool WritePB(u32 addr, const PB_TYPE& pb)
{
const u16* src = (const u16*)&pb;
u16* dst = (u16*)Memory::GetPointer(addr);
if (!dst)
return false;
for (u32 i = 0; i < sizeof (pb) / sizeof (u16); ++i)
dst[i] = Common::swap16(src[i]);
return true;
}
// Dump the value of a PB for debugging
#define DUMP_U16(field) WARN_LOG(DSPHLE, " %04x (%s)", pb.field, #field)
#define DUMP_U32(field) WARN_LOG(DSPHLE, " %08x (%s)", HILO_TO_32(pb.field), #field)
void DumpPB(const PB_TYPE& pb)
{
DUMP_U32(next_pb);
DUMP_U32(this_pb);
DUMP_U16(src_type);
DUMP_U16(coef_select);
#ifdef AX_GC
DUMP_U16(mixer_control);
#else
DUMP_U32(mixer_control);
#endif
DUMP_U16(running);
DUMP_U16(is_stream);
// TODO: complete as needed
}
// Simulated accelerator state.
static u32 acc_loop_addr, acc_end_addr;
static u32* acc_cur_addr;
static PB_TYPE* acc_pb;
// Sets up the simulated accelerator.
void AcceleratorSetup(PB_TYPE* pb, u32* cur_addr)
{
acc_pb = pb;
acc_loop_addr = HILO_TO_32(pb->audio_addr.loop_addr);
acc_end_addr = HILO_TO_32(pb->audio_addr.end_addr);
acc_cur_addr = cur_addr;
}
// Reads a sample from the simulated accelerator. Also handles looping and
// disabling streams that reached the end (this is done by an exception raised
// by the accelerator on real hardware).
u16 AcceleratorGetSample()
{
u16 ret;
switch (acc_pb->audio_addr.sample_format)
{
case 0x00: // ADPCM
{
// ADPCM decoding, not much to explain here.
if ((*acc_cur_addr & 15) == 0)
{
acc_pb->adpcm.pred_scale = DSP::ReadARAM((*acc_cur_addr & ~15) >> 1);
*acc_cur_addr += 2;
}
int scale = 1 << (acc_pb->adpcm.pred_scale & 0xF);
int coef_idx = (acc_pb->adpcm.pred_scale >> 4) & 0x7;
s32 coef1 = acc_pb->adpcm.coefs[coef_idx * 2 + 0];
s32 coef2 = acc_pb->adpcm.coefs[coef_idx * 2 + 1];
int temp = (*acc_cur_addr & 1) ?
(DSP::ReadARAM(*acc_cur_addr >> 1) & 0xF) :
(DSP::ReadARAM(*acc_cur_addr >> 1) >> 4);
if (temp >= 8)
temp -= 16;
int val = (scale * temp) + ((0x400 + coef1 * acc_pb->adpcm.yn1 + coef2 * acc_pb->adpcm.yn2) >> 11);
if (val > 0x7FFF) val = 0x7FFF;
else if (val < -0x7FFF) val = -0x7FFF;
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = val;
*acc_cur_addr += 1;
ret = val;
break;
}
case 0x0A: // 16-bit PCM audio
ret = (DSP::ReadARAM(*acc_cur_addr * 2) << 8) | DSP::ReadARAM(*acc_cur_addr * 2 + 1);
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = ret;
*acc_cur_addr += 1;
break;
case 0x19: // 8-bit PCM audio
ret = DSP::ReadARAM(*acc_cur_addr) << 8;
acc_pb->adpcm.yn2 = acc_pb->adpcm.yn1;
acc_pb->adpcm.yn1 = ret;
*acc_cur_addr += 1;
break;
default:
ERROR_LOG(DSPHLE, "Unknown sample format: %d", acc_pb->audio_addr.sample_format);
return 0;
}
// Have we reached the end address?
//
// On real hardware, this would raise an interrupt that is handled by the
// UCode. We simulate what this interrupt does here.
if (*acc_cur_addr >= acc_end_addr)
{
// If we are really at the end (and we don't simply have cur_addr >
// end_addr all the time), loop back to loop_addr.
if ((*acc_cur_addr & ~0x1F) == (acc_end_addr & ~0x1F))
*acc_cur_addr = acc_loop_addr;
if (acc_pb->audio_addr.looping)
{
// Set the ADPCM infos to continue processing at loop_addr.
//
// For some reason, yn1 and yn2 aren't set if the voice is not of
// stream type. This is what the AX UCode does and I don't really
// know why.
acc_pb->adpcm.pred_scale = acc_pb->adpcm_loop_info.pred_scale;
if (!acc_pb->is_stream)
{
acc_pb->adpcm.yn1 = acc_pb->adpcm_loop_info.yn1;
acc_pb->adpcm.yn2 = acc_pb->adpcm_loop_info.yn2;
}
}
else
{
// Non looping voice reached the end -> running = 0.
acc_pb->running = 0;
}
}
return ret;
}
// Read 32 input samples from ARAM, decoding and converting rate if required.
void GetInputSamples(PB_TYPE& pb, s16* samples)
{
u32 cur_addr = HILO_TO_32(pb.audio_addr.cur_addr);
AcceleratorSetup(&pb, &cur_addr);
// TODO: support polyphase interpolation if coefficients are available.
if (pb.src_type == SRCTYPE_POLYPHASE || pb.src_type == SRCTYPE_LINEAR)
{
// Convert the input to a higher or lower sample rate using a linear
// interpolation algorithm. The input to output ratio is set in
// pb.src.ratio, which is a floating point num stored as a 32b integer:
// * Upper 16 bits of the ratio are the integer part
// * Lower 16 bits are the decimal part
u32 ratio = HILO_TO_32(pb.src.ratio);
// We start getting samples not from sample 0, but 0.<cur_addr_frac>.
// This avoids discontinuties in the audio stream, especially with very
// low ratios which interpolate a lot of values between two "real"
// samples.
u32 curr_pos = pb.src.cur_addr_frac;
// These are the two samples between which we interpolate. The initial
// values are stored in the PB, and we update them when resampling the
// input data.
s16 curr0 = pb.src.last_samples[2];
s16 curr1 = pb.src.last_samples[3];
for (u32 i = 0; i < 32; ++i)
{
// Get our current fractional position, used to know how much of
// curr0 and how much of curr1 the output sample should be.
s32 curr_frac_pos = curr_pos & 0xFFFF;
// Linear interpolation: s1 + (s2 - s1) * pos
s16 sample = curr0 + (s16)(((curr1 - curr0) * (s32)curr_frac_pos) >> 16);
samples[i] = sample;
curr_pos += ratio;
// While our current position is >= 1.0, shift to the next 2
// samples for interpolation.
while ((curr_pos >> 16) != 0)
{
curr0 = curr1;
curr1 = AcceleratorGetSample();
curr_pos -= 0x10000;
}
}
// Update the two last_samples values in the PB as well as the current
// position.
pb.src.last_samples[2] = curr0;
pb.src.last_samples[3] = curr1;
pb.src.cur_addr_frac = curr_pos & 0xFFFF;
}
else // SRCTYPE_NEAREST
{
// No sample rate conversion here: simply read 32 samples from the
// accelerator to the output buffer.
for (u32 i = 0; i < 32; ++i)
samples[i] = AcceleratorGetSample();
memcpy(pb.src.last_samples, samples + 28, 4 * sizeof (u16));
}
// Update current position in the PB.
pb.audio_addr.cur_addr_hi = (u16)(cur_addr >> 16);
pb.audio_addr.cur_addr_lo = (u16)(cur_addr & 0xFFFF);
}
// Add samples to an output buffer, with optional volume ramping.
void MixAdd(int* out, const s16* input, u16* pvol, s16* dpop, bool ramp)
{
u16& volume = pvol[0];
u16 volume_delta = pvol[1];
// If volume ramping is disabled, set volume_delta to 0. That way, the
// mixing loop can avoid testing if volume ramping is enabled at each step,
// and just add volume_delta.
if (!ramp)
volume_delta = 0;
for (u32 i = 0; i < 32; ++i)
{
s64 sample = input[i];
sample *= volume;
sample >>= 15;
out[i] += (s16)sample;
volume += volume_delta;
*dpop = (s16)sample;
}
}
// Process 1ms of audio (32 samples) from a PB and mix it to the buffers.
void Process1ms(PB_TYPE& pb, const AXBuffers& buffers, AXMixControl mctrl)
{
// If the voice is not running, nothing to do.
if (!pb.running)
return;
// Read input samples, performing sample rate conversion if needed.
s16 samples[32];
GetInputSamples(pb, samples);
// Apply a global volume ramp using the volume envelope parameters.
for (u32 i = 0; i < 32; ++i)
{
s64 sample = 2 * (s16)samples[i] * (s16)pb.vol_env.cur_volume;
samples[i] = (s16)(sample >> 16);
pb.vol_env.cur_volume += pb.vol_env.cur_volume_delta;
}
// Optionally, execute a low pass filter
if (pb.lpf.enabled)
{
// TODO
}
// Mix LRS, AUXA and AUXB depending on mixer_control
// TODO: Handle DPL2 on AUXB.
if (mctrl & MIX_L)
MixAdd(buffers.left, samples, &pb.mixer.left, &pb.dpop.left, mctrl & MIX_L_RAMP);
if (mctrl & MIX_R)
MixAdd(buffers.right, samples, &pb.mixer.right, &pb.dpop.right, mctrl & MIX_R_RAMP);
if (mctrl & MIX_S)
MixAdd(buffers.surround, samples, &pb.mixer.surround, &pb.dpop.surround, mctrl & MIX_S_RAMP);
if (mctrl & MIX_AUXA_L)
MixAdd(buffers.auxA_left, samples, &pb.mixer.auxA_left, &pb.dpop.auxA_left, mctrl & MIX_AUXA_L_RAMP);
if (mctrl & MIX_AUXA_R)
MixAdd(buffers.auxA_right, samples, &pb.mixer.auxA_right, &pb.dpop.auxA_right, mctrl & MIX_AUXA_R_RAMP);
if (mctrl & MIX_AUXA_S)
MixAdd(buffers.auxA_surround, samples, &pb.mixer.auxA_surround, &pb.dpop.auxA_surround, mctrl & MIX_AUXA_S_RAMP);
if (mctrl & MIX_AUXB_L)
MixAdd(buffers.auxB_left, samples, &pb.mixer.auxB_left, &pb.dpop.auxB_left, mctrl & MIX_AUXB_L_RAMP);
if (mctrl & MIX_AUXB_R)
MixAdd(buffers.auxB_right, samples, &pb.mixer.auxB_right, &pb.dpop.auxB_right, mctrl & MIX_AUXB_R_RAMP);
if (mctrl & MIX_AUXB_S)
MixAdd(buffers.auxB_surround, samples, &pb.mixer.auxB_surround, &pb.dpop.auxB_surround, mctrl & MIX_AUXB_S_RAMP);
#ifdef AX_WII
if (mctrl & MIX_AUXC_L)
MixAdd(buffers.auxC_left, samples, &pb.mixer.auxC_left, &pb.dpop.auxC_left, mctrl & MIX_AUXC_L_RAMP);
if (mctrl & MIX_AUXC_R)
MixAdd(buffers.auxC_right, samples, &pb.mixer.auxC_right, &pb.dpop.auxC_right, mctrl & MIX_AUXC_R_RAMP);
if (mctrl & MIX_AUXC_S)
MixAdd(buffers.auxC_surround, samples, &pb.mixer.auxC_surround, &pb.dpop.auxC_surround, mctrl & MIX_AUXC_S_RAMP);
#endif
// Optionally, phase shift left or right channel to simulate 3D sound.
if (pb.initial_time_delay.on)
{
// TODO
}
}
} // namespace
#endif // !_UCODE_AX_VOICE_H

View File

@ -0,0 +1,383 @@
// Copyright (C) 2003 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 "StringUtil.h"
#include "../MailHandler.h"
#include "Mixer.h"
#include "UCodes.h"
#include "UCode_AX_Structs.h"
#include "UCode_NewAXWii.h"
#define AX_WII
#include "UCode_AX_Voice.h"
CUCode_NewAXWii::CUCode_NewAXWii(DSPHLE *dsp_hle, u32 l_CRC)
: CUCode_AX(dsp_hle, l_CRC)
{
WARN_LOG(DSPHLE, "Instantiating CUCode_NewAXWii");
}
CUCode_NewAXWii::~CUCode_NewAXWii()
{
}
void CUCode_NewAXWii::HandleCommandList()
{
// Temp variables for addresses computation
u16 addr_hi, addr_lo;
u16 addr2_hi, addr2_lo;
u16 volume;
// WARN_LOG(DSPHLE, "Command list:");
// for (u32 i = 0; m_cmdlist[i] != CMD_END; ++i)
// WARN_LOG(DSPHLE, "%04x", m_cmdlist[i]);
// WARN_LOG(DSPHLE, "-------------");
u32 curr_idx = 0;
bool end = false;
while (!end)
{
u16 cmd = m_cmdlist[curr_idx++];
switch (cmd)
{
// Some of these commands are unknown, or unused in this AX HLE.
// We still need to skip their arguments using "curr_idx += N".
case CMD_SETUP:
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
SetupProcessing(HILO_TO_32(addr));
break;
case CMD_UNK_01: curr_idx += 2; break;
case CMD_UNK_02: curr_idx += 2; break;
case CMD_UNK_03: curr_idx += 2; break;
case CMD_PROCESS:
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
ProcessPBList(HILO_TO_32(addr));
break;
case CMD_MIX_AUXA:
case CMD_MIX_AUXB:
case CMD_MIX_AUXC:
volume = m_cmdlist[curr_idx++];
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
addr2_hi = m_cmdlist[curr_idx++];
addr2_lo = m_cmdlist[curr_idx++];
MixAUXSamples(cmd - CMD_MIX_AUXA, HILO_TO_32(addr), HILO_TO_32(addr2), volume);
break;
// These two go together and manipulate some AUX buffers.
case CMD_UNK_08: curr_idx += 13; break;
case CMD_UNK_09: curr_idx += 13; break;
case CMD_UNK_0A: curr_idx += 4; break;
case CMD_OUTPUT:
volume = m_cmdlist[curr_idx++];
addr_hi = m_cmdlist[curr_idx++];
addr_lo = m_cmdlist[curr_idx++];
addr2_hi = m_cmdlist[curr_idx++];
addr2_lo = m_cmdlist[curr_idx++];
OutputSamples(HILO_TO_32(addr2), HILO_TO_32(addr), volume);
break;
case CMD_UNK_0C: curr_idx += 5; break;
case CMD_WM_OUTPUT:
{
u32 addresses[4] = {
(u32)(m_cmdlist[curr_idx + 0] << 16) | m_cmdlist[curr_idx + 1],
(u32)(m_cmdlist[curr_idx + 2] << 16) | m_cmdlist[curr_idx + 3],
(u32)(m_cmdlist[curr_idx + 4] << 16) | m_cmdlist[curr_idx + 5],
(u32)(m_cmdlist[curr_idx + 6] << 16) | m_cmdlist[curr_idx + 7],
};
curr_idx += 8;
OutputWMSamples(addresses);
break;
}
case CMD_END:
end = true;
break;
}
}
}
void CUCode_NewAXWii::SetupProcessing(u32 init_addr)
{
// TODO: should be easily factorizable with AX
s16 init_data[60];
for (u32 i = 0; i < 60; ++i)
init_data[i] = HLEMemory_Read_U16(init_addr + 2 * i);
// List of all buffers we have to initialize
struct {
int* ptr;
u32 samples;
} buffers[] = {
{ m_samples_left, 32 },
{ m_samples_right, 32 },
{ m_samples_surround, 32 },
{ m_samples_auxA_left, 32 },
{ m_samples_auxA_right, 32 },
{ m_samples_auxA_surround, 32 },
{ m_samples_auxB_left, 32 },
{ m_samples_auxB_right, 32 },
{ m_samples_auxB_surround, 32 },
{ m_samples_auxC_left, 32 },
{ m_samples_auxC_right, 32 },
{ m_samples_auxC_surround, 32 },
{ m_samples_wm0, 6 },
{ m_samples_aux0, 6 },
{ m_samples_wm1, 6 },
{ m_samples_aux1, 6 },
{ m_samples_wm2, 6 },
{ m_samples_aux2, 6 },
{ m_samples_wm3, 6 },
{ m_samples_aux3, 6 }
};
u32 init_idx = 0;
for (u32 i = 0; i < sizeof (buffers) / sizeof (buffers[0]); ++i)
{
s32 init_val = (s32)((init_data[init_idx] << 16) | init_data[init_idx + 1]);
s16 delta = (s16)init_data[init_idx + 2];
init_idx += 3;
if (!init_val)
memset(buffers[i].ptr, 0, 3 * buffers[i].samples * sizeof (int));
else
{
for (u32 j = 0; j < 3 * buffers[i].samples; ++j)
{
buffers[i].ptr[j] = init_val;
init_val += delta;
}
}
}
}
AXMixControl CUCode_NewAXWii::ConvertMixerControl(u32 mixer_control)
{
u32 ret = 0;
if (mixer_control & 0x00000001) ret |= MIX_L;
if (mixer_control & 0x00000002) ret |= MIX_R;
if (mixer_control & 0x00000004) ret |= MIX_L_RAMP | MIX_R_RAMP;
if (mixer_control & 0x00000008) ret |= MIX_S;
if (mixer_control & 0x00000010) ret |= MIX_S_RAMP;
if (mixer_control & 0x00010000) ret |= MIX_AUXA_L;
if (mixer_control & 0x00020000) ret |= MIX_AUXA_R;
if (mixer_control & 0x00040000) ret |= MIX_AUXA_L_RAMP | MIX_AUXA_R_RAMP;
if (mixer_control & 0x00080000) ret |= MIX_AUXA_S;
if (mixer_control & 0x00100000) ret |= MIX_AUXA_S_RAMP;
if (mixer_control & 0x00200000) ret |= MIX_AUXB_L;
if (mixer_control & 0x00400000) ret |= MIX_AUXB_R;
if (mixer_control & 0x00800000) ret |= MIX_AUXB_L_RAMP | MIX_AUXB_R_RAMP;
if (mixer_control & 0x01000000) ret |= MIX_AUXB_S;
if (mixer_control & 0x02000000) ret |= MIX_AUXB_S_RAMP;
if (mixer_control & 0x04000000) ret |= MIX_AUXC_L;
if (mixer_control & 0x08000000) ret |= MIX_AUXC_R;
if (mixer_control & 0x10000000) ret |= MIX_AUXC_L_RAMP | MIX_AUXC_R_RAMP;
if (mixer_control & 0x20000000) ret |= MIX_AUXC_S;
if (mixer_control & 0x40000000) ret |= MIX_AUXC_S_RAMP;
return (AXMixControl)ret;
}
void CUCode_NewAXWii::ProcessPBList(u32 pb_addr)
{
const u32 spms = 32;
AXPBWii pb;
while (pb_addr)
{
AXBuffers buffers = {{
m_samples_left,
m_samples_right,
m_samples_surround,
m_samples_auxA_left,
m_samples_auxA_right,
m_samples_auxA_surround,
m_samples_auxB_left,
m_samples_auxB_right,
m_samples_auxB_surround,
m_samples_auxC_left,
m_samples_auxC_right,
m_samples_auxC_surround
}};
if (!ReadPB(pb_addr, pb))
break;
for (int curr_ms = 0; curr_ms < 3; ++curr_ms)
{
Process1ms(pb, buffers, ConvertMixerControl(HILO_TO_32(pb.mixer_control)));
// Forward the buffers
for (u32 i = 0; i < sizeof (buffers.ptrs) / sizeof (buffers.ptrs[0]); ++i)
buffers.ptrs[i] += spms;
}
WritePB(pb_addr, pb);
pb_addr = HILO_TO_32(pb.next_pb);
}
}
void CUCode_NewAXWii::MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr, u16 volume)
{
int* buffers[3] = { 0 };
int* main_buffers[3] = {
m_samples_left,
m_samples_right,
m_samples_surround
};
switch (aux_id)
{
case 0:
buffers[0] = m_samples_auxA_left;
buffers[1] = m_samples_auxA_right;
buffers[2] = m_samples_auxA_surround;
break;
case 1:
buffers[0] = m_samples_auxB_left;
buffers[1] = m_samples_auxB_right;
buffers[2] = m_samples_auxB_surround;
break;
case 2:
buffers[0] = m_samples_auxC_left;
buffers[1] = m_samples_auxC_right;
buffers[2] = m_samples_auxC_surround;
break;
}
// Send the content of AUX buffers to the CPU
if (write_addr)
{
int* ptr = (int*)HLEMemory_Get_Pointer(write_addr);
for (u32 i = 0; i < 3; ++i)
for (u32 j = 0; j < 3 * 32; ++j)
*ptr++ = Common::swap32(buffers[i][j]);
}
// Then read the buffers from the CPU and add to our main buffers.
int* ptr = (int*)HLEMemory_Get_Pointer(read_addr);
for (u32 i = 0; i < 3; ++i)
for (u32 j = 0; j < 3 * 32; ++j)
{
s64 new_val = main_buffers[i][j] + Common::swap32(*ptr++);
main_buffers[i][j] = (new_val * volume) >> 15;
}
}
void CUCode_NewAXWii::OutputSamples(u32 lr_addr, u32 surround_addr, u16 volume)
{
int surround_buffer[3 * 32] = { 0 };
for (u32 i = 0; i < 3 * 32; ++i)
surround_buffer[i] = Common::swap32(m_samples_surround[i]);
memcpy(HLEMemory_Get_Pointer(surround_addr), surround_buffer, sizeof (surround_buffer));
short buffer[3 * 32 * 2];
// Clamp internal buffers to 16 bits.
for (u32 i = 0; i < 3 * 32; ++i)
{
int left = m_samples_left[i];
int right = m_samples_right[i];
// Apply global volume. Cast to s64 to avoid overflow.
left = ((s64)left * volume) >> 15;
right = ((s64)right * volume) >> 15;
if (left < -32767) left = -32767;
if (left > 32767) left = 32767;
if (right < -32767) right = -32767;
if (right > 32767) right = 32767;
m_samples_left[i] = left;
m_samples_right[i] = right;
}
for (u32 i = 0; i < 3 * 32; ++i)
{
buffer[2 * i] = Common::swap16(m_samples_left[i]);
buffer[2 * i + 1] = Common::swap16(m_samples_right[i]);
}
memcpy(HLEMemory_Get_Pointer(lr_addr), buffer, sizeof (buffer));
}
void CUCode_NewAXWii::OutputWMSamples(u32* addresses)
{
int* buffers[] = {
m_samples_wm0,
m_samples_wm1,
m_samples_wm2,
m_samples_wm3
};
for (u32 i = 0; i < 4; ++i)
{
int* in = buffers[i];
u16* out = (u16*)HLEMemory_Get_Pointer(addresses[i]);
for (u32 j = 0; j < 3 * 6; ++j)
{
int sample = in[j];
if (sample < -32767) sample = -32767;
if (sample > 32767) sample = 32767;
out[j] = Common::swap16((u16)sample);
}
}
}
void CUCode_NewAXWii::DoState(PointerWrap &p)
{
std::lock_guard<std::mutex> lk(m_processing);
DoStateShared(p);
DoAXState(p);
p.Do(m_samples_auxC_left);
p.Do(m_samples_auxC_right);
p.Do(m_samples_auxC_surround);
p.Do(m_samples_wm0);
p.Do(m_samples_wm1);
p.Do(m_samples_wm2);
p.Do(m_samples_wm3);
p.Do(m_samples_aux0);
p.Do(m_samples_aux1);
p.Do(m_samples_aux2);
p.Do(m_samples_aux3);
}

View File

@ -0,0 +1,80 @@
// Copyright (C) 2003 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 Git repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _UCODE_NEWAXWII_H
#define _UCODE_NEWAXWII_H
#include "UCode_AX.h"
class CUCode_NewAXWii : public CUCode_AX
{
public:
CUCode_NewAXWii(DSPHLE *dsp_hle, u32 _CRC);
virtual ~CUCode_NewAXWii();
virtual void DoState(PointerWrap &p);
protected:
int m_samples_auxC_left[32 * 3];
int m_samples_auxC_right[32 * 3];
int m_samples_auxC_surround[32 * 3];
// Wiimote buffers
int m_samples_wm0[6 * 3];
int m_samples_aux0[6 * 3];
int m_samples_wm1[6 * 3];
int m_samples_aux1[6 * 3];
int m_samples_wm2[6 * 3];
int m_samples_aux2[6 * 3];
int m_samples_wm3[6 * 3];
int m_samples_aux3[6 * 3];
// Convert a mixer_control bitfield to our internal representation for that
// value. Required because that bitfield has a different meaning in some
// versions of AX.
AXMixControl ConvertMixerControl(u32 mixer_control);
virtual void HandleCommandList();
void SetupProcessing(u32 init_addr);
void ProcessPBList(u32 pb_addr);
void MixAUXSamples(int aux_id, u32 write_addr, u32 read_addr, u16 volume);
void OutputSamples(u32 lr_addr, u32 surround_addr, u16 volume);
void OutputWMSamples(u32* addresses); // 4 addresses
private:
enum CmdType
{
CMD_SETUP = 0x00,
CMD_UNK_01 = 0x01,
CMD_UNK_02 = 0x02,
CMD_UNK_03 = 0x03,
CMD_PROCESS = 0x04,
CMD_MIX_AUXA = 0x05,
CMD_MIX_AUXB = 0x06,
CMD_MIX_AUXC = 0x07,
CMD_UNK_08 = 0x08,
CMD_UNK_09 = 0x09,
CMD_UNK_0A = 0x0A,
CMD_OUTPUT = 0x0B,
CMD_UNK_0C = 0x0C,
CMD_WM_OUTPUT = 0x0D,
CMD_END = 0x0E
};
};
#endif // _UCODE_AXWII

View File

@ -19,6 +19,7 @@
#include "UCode_AX.h"
#include "UCode_AXWii.h"
#include "UCode_NewAXWii.h"
#include "UCode_Zelda.h"
#include "UCode_ROM.h"
#include "UCode_CARD.h"
@ -26,6 +27,12 @@
#include "UCode_GBA.h"
#include "Hash.h"
#if 0
# define AXWII CUCode_NewAXWii
#else
# define AXWII CUCode_AXWii
#endif
IUCode* UCodeFactory(u32 _CRC, DSPHLE *dsp_hle, bool bWii)
{
switch (_CRC)
@ -90,13 +97,13 @@ IUCode* UCodeFactory(u32 _CRC, DSPHLE *dsp_hle, bool bWii)
case 0x4cc52064: // Bleach: Versus Crusade
case 0xd9c4bf34: // WiiMenu
INFO_LOG(DSPHLE, "CRC %08x: Wii - AXWii chosen", _CRC);
return new CUCode_AXWii(dsp_hle, _CRC);
return new AXWII(dsp_hle, _CRC);
default:
if (bWii)
{
PanicAlert("DSPHLE: Unknown ucode (CRC = %08x) - forcing AXWii.\n\nTry LLE emulator if this is homebrew.", _CRC);
return new CUCode_AXWii(dsp_hle, _CRC);
return new AXWII(dsp_hle, _CRC);
}
else
{

View File

@ -388,7 +388,7 @@ void ExecuteCommand(u32 _Address)
INFO_LOG(WII_IPC_FILEIO, "IOP: Open File (Device=%s, ID=%08x, Mode=%i)",
pDevice->GetDeviceName().c_str(), DeviceID, Mode);
if (Memory::Read_U32(_Address + 4) == DeviceID)
if (Memory::Read_U32(_Address + 4) == (u32)DeviceID)
{
g_FdMap[DeviceID] = pDevice;
}

View File

@ -789,8 +789,8 @@ bool CWII_IPC_HLE_Device_es::IOCtlV(u32 _CommandAddress)
{
static CWII_IPC_HLE_Device_usb_oh1_57e_305* s_Usb = GetUsbPointer();
bool* wiiMoteConnected = new bool[s_Usb->m_WiiMotes.size()];
for(unsigned int i = 0; i < s_Usb->m_WiiMotes.size();
i++) wiiMoteConnected[i] = s_Usb->m_WiiMotes[i].IsConnected();
for (unsigned int i = 0; i < s_Usb->m_WiiMotes.size(); i++)
wiiMoteConnected[i] = s_Usb->m_WiiMotes[i].IsConnected();
std::string tContentFile(m_ContentFile.c_str());
WII_IPC_HLE_Interface::Reset(true);

View File

@ -31,7 +31,7 @@ struct NANDStat
};
enum {
FS_RESULT_OK = 0,
FS_RESULT_OK = 0,
FS_INVALID = -4,
FS_DIRFILE_NOT_FOUND = -6,
FS_RESULT_FATAL = -101,

View File

@ -116,26 +116,26 @@ void CWII_IPC_HLE_Device_usb_oh1_57e_305::DoState(PointerWrap &p)
p.Do(m_EventQueue);
m_acl_pool.DoState(p);
for (unsigned int i = 0; i < 4; i++)
m_WiiMotes[i].DoState(p);
// Reset the connection of real and hybrid wiimotes
if (p.GetMode() == PointerWrap::MODE_READ && SConfig::GetInstance().m_WiimoteReconnectOnLoad)
{
for (unsigned int i = 0; i < 4; i++)
{
if (WIIMOTE_SRC_EMU == g_wiimote_sources[i] || WIIMOTE_SRC_NONE == g_wiimote_sources[i])
continue;
// TODO: Selectively clear real wiimote messages if possible. Or create a real wiimote channel and reporting mode pre-setup to vacate the need for m_WiimoteReconnectOnLoad.
m_EventQueue.clear();
if (!m_WiiMotes[i].IsInactive())
{
m_WiiMotes[i].Activate(false);
m_WiiMotes[i].Activate(true);
}
else
m_WiiMotes[i].Activate(false);
}
for (unsigned int i = 0; i < 4; i++)
m_WiiMotes[i].DoState(p);
// Reset the connection of real and hybrid wiimotes
if (p.GetMode() == PointerWrap::MODE_READ && SConfig::GetInstance().m_WiimoteReconnectOnLoad)
{
for (unsigned int i = 0; i < 4; i++)
{
if (WIIMOTE_SRC_EMU == g_wiimote_sources[i] || WIIMOTE_SRC_NONE == g_wiimote_sources[i])
continue;
// TODO: Selectively clear real wiimote messages if possible. Or create a real wiimote channel and reporting mode pre-setup to vacate the need for m_WiimoteReconnectOnLoad.
m_EventQueue.clear();
if (!m_WiiMotes[i].IsInactive())
{
m_WiiMotes[i].Activate(false);
m_WiiMotes[i].Activate(true);
}
else
m_WiiMotes[i].Activate(false);
}
}
}

View File

@ -144,7 +144,7 @@ void Init(int cpu_core)
#ifdef _WIN32
_control87(_PC_53, MCW_PC);
#else
unsigned short _mode = 0;
unsigned short _mode;
asm ("fstcw %0" : : "m" (_mode));
_mode = (_mode & ~FPU_PREC_MASK) | FPU_PREC_53;
asm ("fldcw %0" : : "m" (_mode));

View File

@ -8,7 +8,6 @@ set(LIBS core
z
sfml-network
${GTK2_LIBRARIES}
${OPENGL_LIBRARIES}
${XRANDR_LIBRARIES}
${X11_LIBRARIES})
@ -31,7 +30,8 @@ if(LIBAV_FOUND)
endif()
if(wxWidgets_FOUND)
set(SRCS Src/ARCodeAddEdit.cpp
set(SRCS
Src/ARCodeAddEdit.cpp
Src/AboutDolphin.cpp
Src/CheatsWindow.cpp
Src/ConfigMain.cpp
@ -79,7 +79,27 @@ if(wxWidgets_FOUND)
set(WXLIBS ${wxWidgets_LIBRARIES})
else()
set(SRCS Src/MainNoGUI.cpp)
set(SRCS
Src/MainNoGUI.cpp)
endif()
if(USE_EGL)
set(SRCS ${SRCS} Src/GLInterface/EGL.cpp
Src/GLInterface/X11_Util.cpp)
else()
if(WIN32)
set(SRCS ${SRCS} Src/GLInterface/GLW.cpp)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
if(USE_WX)
set(SRCS ${SRCS} Src/GLInterface/WX.cpp)
else()
set(SRCS ${SRCS} Src/GLInterface/AGL.cpp)
endif()
else()
set(SRCS ${SRCS} Src/GLInterface/GLX.cpp
Src/GLInterface/X11_Util.cpp)
endif()
endif()
if(WIN32)
@ -196,3 +216,5 @@ if(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
else()
install(TARGETS ${DOLPHIN_EXE} RUNTIME DESTINATION ${bindir})
endif()
set(CPACK_PACKAGE_EXECUTABLES ${CPACK_PACKAGE_EXECUTABLES} ${DOLPHIN_EXE})

View File

@ -130,7 +130,7 @@
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link />
<PostBuildEvent>
@ -144,7 +144,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link />
<PostBuildEvent>
@ -158,7 +158,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<OpenMPSupport>
</OpenMPSupport>
</ClCompile>
@ -174,7 +174,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\InputUICommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\InputUICommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link />
<PostBuildEvent>
@ -188,7 +188,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<OpenMPSupport>
</OpenMPSupport>
</ClCompile>
@ -206,7 +206,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='DebugFast|x64'">
<ClCompile>
<AdditionalIncludeDirectories>..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\InputUICommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>..\..\..\Externals\GLew\include;..\Common\Src;..\VideoCommon\Src;..\AudioCommon\Src;..\Core\Src;..\Core\Src\PowerPC\JitCommon;..\DebuggerWX\Src;..\..\..\Externals\Bochs_disasm;..\InputCommon\Src;..\InputUICommon\Src;..\DiscIO\Src;..\..\..\Externals\SFML\include;..\..\..\Externals\wxWidgets3;..\..\..\Externals\wxWidgets3\include;..\..\..\Externals\CLRun\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
</ClCompile>
<Link />
<PostBuildEvent>
@ -267,6 +267,7 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
<ClCompile Include="Src\PHackSettings.cpp" />
<ClCompile Include="Src\Debugger\RegisterView.cpp" />
<ClCompile Include="Src\Debugger\RegisterWindow.cpp" />
<ClCompile Include="Src\GLInterface\WGL.cpp" />
<ClCompile Include="Src\stdafx.cpp">
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">Create</PrecompiledHeader>
<PrecompiledHeader Condition="'$(Configuration)|$(Platform)'=='DebugFast|Win32'">Create</PrecompiledHeader>
@ -328,6 +329,9 @@ xcopy "$(SolutionDir)..\Externals\SDL\$(PlatformName)\*.dll" "$(TargetDir)" /e /
<ClInclude Include="Src\WiimoteConfigDiag.h" />
<ClInclude Include="Src\WXInputBase.h" />
<ClInclude Include="Src\WxUtils.h" />
<ClInclude Include="Src\GLInterface.h" />
<ClInclude Include="Src\GLInterface\InterfaceBase.h" />
<ClInclude Include="Src\GLInterface\WGL.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\..\..\Installer\Dolphin.ico" />

View File

@ -31,7 +31,7 @@ AboutDolphin::AboutDolphin(wxWindow *parent, wxWindowID id,
wxBitmap(iDolphinLogo));
std::string Text = "Dolphin " SCM_DESC_STR "\n"
"Copyright (c) 2003-2011+ Dolphin Team\n"
"Copyright (c) 2003-2013+ Dolphin Team\n"
"\n"
"Branch: " SCM_BRANCH_STR "\n"
"Revision: " SCM_REV_STR "\n"

View File

@ -365,8 +365,6 @@ CFrame::CFrame(wxFrame* parent,
// ---------------
// Manager
// wxAUI_MGR_LIVE_RESIZE does not exist in the wxWidgets 2.8.9 that comes with Ubuntu 9.04
// Could just check for wxWidgets version if it becomes a problem.
m_Mgr = new wxAuiManager(this, wxAUI_MGR_DEFAULT | wxAUI_MGR_LIVE_RESIZE);
m_Mgr->AddPane(m_Panel, wxAuiPaneInfo()

View File

@ -50,6 +50,7 @@ Core::GetWindowHandle().
#include "LogConfigWindow.h"
#include "FifoPlayerDlg.h"
#include "WxUtils.h"
#include "Host.h"
#include "ConfigManager.h" // Core
#include "Core.h"
@ -96,6 +97,8 @@ extern "C" {
#include "../resources/KDE.h"
};
bool confirmStop = false;
// Create menu items
// ---------------------
void CFrame::CreateMenu()
@ -1070,6 +1073,9 @@ void CFrame::DoPause()
// Stop the emulation
void CFrame::DoStop()
{
if (confirmStop)
return;
m_bGameLoading = false;
if (Core::GetState() != Core::CORE_UNINITIALIZED ||
m_RenderParent != NULL)
@ -1082,17 +1088,23 @@ void CFrame::DoStop()
// Ask for confirmation in case the user accidentally clicked Stop / Escape
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bConfirmStop)
{
wxMessageDialog *m_StopDlg = new wxMessageDialog(
Core::EState state = Core::GetState();
confirmStop = true;
Core::SetState(Core::CORE_PAUSE);
wxMessageDialog m_StopDlg(
this,
_("Do you want to stop the current emulation?"),
_("Please confirm..."),
wxYES_NO | wxSTAY_ON_TOP | wxICON_EXCLAMATION,
wxDefaultPosition);
int Ret = m_StopDlg->ShowModal();
m_StopDlg->Destroy();
int Ret = m_StopDlg.ShowModal();
confirmStop = false;
if (Ret != wxID_YES)
{
Core::SetState(state);
return;
}
}
// TODO: Show the author/description dialog here
@ -1142,6 +1154,9 @@ void CFrame::DoStop()
DoFullscreen(false);
if (!SConfig::GetInstance().m_LocalCoreStartupParameter.bRenderToMain)
m_RenderFrame->Destroy();
else
// Make sure the window is not longer set to stay on top
m_RenderFrame->SetWindowStyle(m_RenderFrame->GetWindowStyle() & ~wxSTAY_ON_TOP);
m_RenderParent = NULL;
// Clean framerate indications from the status bar.
@ -1454,6 +1469,7 @@ void CFrame::ConnectWiimote(int wm_idx, bool connect)
wxString msg(wxString::Format(wxT("Wiimote %i %s"), wm_idx + 1,
connect ? wxT("Connected") : wxT("Disconnected")));
Core::DisplayMessage(msg.ToAscii(), 3000);
Host_UpdateMainFrame();
}
}

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// Copyright (C) 2003 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/
#ifndef _GLINTERFACE_H_
#define _GLINTERFACE_H_
#include "Thread.h"
#if defined(USE_EGL) && USE_EGL
#include "GLInterface/EGL.h"
#elif defined(USE_WX) && USE_WX
#include "GLInterface/WX.h"
#elif defined(__APPLE__)
#include "GLInterface/AGL.h"
#elif defined(_WIN32)
#include "GLInterface/WGL.h"
#elif defined(HAVE_X11) && HAVE_X11
#include "GLInterface/GLX.h"
#endif
typedef struct {
#if defined(USE_EGL) && USE_EGL // This is currently a X11/EGL implementation for desktop
int screen;
Display *dpy;
Display *evdpy;
Window win;
Window parent;
EGLSurface egl_surf;
EGLContext egl_ctx;
EGLDisplay egl_dpy;
XVisualInfo *vi;
XSetWindowAttributes attr;
std::thread xEventThread;
int x, y;
unsigned int width, height;
#elif defined(USE_WX) && USE_WX
wxGLCanvas *glCanvas;
wxGLContext *glCtxt;
wxPanel *panel;
#elif defined(__APPLE__)
NSWindow *cocoaWin;
NSOpenGLContext *cocoaCtx;
#elif defined(HAVE_X11) && HAVE_X11
int screen;
Window win;
Window parent;
// dpy used for glx stuff, evdpy for window events etc.
// evdpy is to be used by XEventThread only
Display *dpy, *evdpy;
XVisualInfo *vi;
GLXContext ctx;
XSetWindowAttributes attr;
std::thread xEventThread;
int x, y;
unsigned int width, height;
#endif
} GLWindow;
extern cInterfaceBase *GLInterface;
extern GLWindow GLWin;
#endif

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// Copyright (C) 2003 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 "VideoConfig.h"
#include "Host.h"
#include "RenderBase.h"
#include "VertexShaderManager.h"
#include "../GLInterface.h"
#include "AGL.h"
void cInterfaceAGL::Swap()
{
[GLWin.cocoaCtx flushBuffer];
}
// Show the current FPS
void cInterfaceAGL::UpdateFPSDisplay(const char *text)
{
[GLWin.cocoaWin setTitle: [NSString stringWithUTF8String: text]];
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool cInterfaceAGL::Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
NSRect size;
NSUInteger style = NSMiniaturizableWindowMask;
NSOpenGLPixelFormatAttribute attr[2] = { NSOpenGLPFADoubleBuffer, 0 };
NSOpenGLPixelFormat *fmt = [[NSOpenGLPixelFormat alloc]
initWithAttributes: attr];
if (fmt == nil) {
ERROR_LOG(VIDEO, "failed to create pixel format");
return NULL;
}
GLWin.cocoaCtx = [[NSOpenGLContext alloc]
initWithFormat: fmt shareContext: nil];
[fmt release];
if (GLWin.cocoaCtx == nil) {
ERROR_LOG(VIDEO, "failed to create context");
return NULL;
}
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
size = [[NSScreen mainScreen] frame];
style |= NSBorderlessWindowMask;
} else {
size = NSMakeRect(_tx, _ty, _twidth, _theight);
style |= NSResizableWindowMask | NSTitledWindowMask;
}
GLWin.cocoaWin = [[NSWindow alloc] initWithContentRect: size
styleMask: style backing: NSBackingStoreBuffered defer: NO];
if (GLWin.cocoaWin == nil) {
ERROR_LOG(VIDEO, "failed to create window");
return NULL;
}
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
CGDisplayCapture(CGMainDisplayID());
[GLWin.cocoaWin setLevel: CGShieldingWindowLevel()];
}
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
[GLWin.cocoaWin makeKeyAndOrderFront: nil];
return true;
}
bool cInterfaceAGL::MakeCurrent()
{
[GLWin.cocoaCtx makeCurrentContext];
return true;
}
// Update window width, size and etc. Called from Render.cpp
void cInterfaceAGL::Update()
{
int width, height;
width = [[GLWin.cocoaWin contentView] frame].size.width;
height = [[GLWin.cocoaWin contentView] frame].size.height;
if (width == s_backbuffer_width && height == s_backbuffer_height)
return;
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
[GLWin.cocoaCtx update];
[GLWin.cocoaCtx makeCurrentContext];
s_backbuffer_width = width;
s_backbuffer_height = height;
}
// Close backend
void cInterfaceAGL::Shutdown()
{
[GLWin.cocoaWin close];
[GLWin.cocoaCtx clearDrawable];
[GLWin.cocoaCtx release];
}

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// Copyright (C) 2003 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/
#ifndef _INTERFACEAGL_H_
#define _INTERFACEAGL_H_
#ifdef __APPLE__
#include <GL/glew.h>
#import <AppKit/AppKit.h>
#endif
#include "InterfaceBase.h"
class cInterfaceAGL : public cInterfaceBase
{
public:
void Swap();
void UpdateFPSDisplay(const char *Text);
bool Create(void *&window_handle);
bool MakeCurrent();
void Shutdown();
};
#endif

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// Copyright (C) 2003 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 "Host.h"
#include "RenderBase.h"
#include "../GLInterface.h"
#include "EGL.h"
// Show the current FPS
void cInterfaceEGL::UpdateFPSDisplay(const char *text)
{
XStoreName(GLWin.dpy, GLWin.win, text);
}
void cInterfaceEGL::Swap()
{
eglSwapBuffers(GLWin.egl_dpy, GLWin.egl_surf);
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool cInterfaceEGL::Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
const char *s;
EGLint egl_major, egl_minor;
GLWin.dpy = XOpenDisplay(NULL);
if (!GLWin.dpy) {
printf("Error: couldn't open display\n");
return false;
}
GLWin.egl_dpy = eglGetDisplay(GLWin.dpy);
if (!GLWin.egl_dpy) {
printf("Error: eglGetDisplay() failed\n");
return false;
}
if (!eglInitialize(GLWin.egl_dpy, &egl_major, &egl_minor)) {
printf("Error: eglInitialize() failed\n");
return false;
}
s = eglQueryString(GLWin.egl_dpy, EGL_VERSION);
printf("EGL_VERSION = %s\n", s);
s = eglQueryString(GLWin.egl_dpy, EGL_VENDOR);
printf("EGL_VENDOR = %s\n", s);
s = eglQueryString(GLWin.egl_dpy, EGL_EXTENSIONS);
printf("EGL_EXTENSIONS = %s\n", s);
s = eglQueryString(GLWin.egl_dpy, EGL_CLIENT_APIS);
printf("EGL_CLIENT_APIS = %s\n", s);
// attributes for a visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attribs[] = {
EGL_RED_SIZE, 8,
EGL_GREEN_SIZE, 8,
EGL_BLUE_SIZE, 8,
EGL_DEPTH_SIZE, 24,
#ifdef USE_GLES
EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
#else
EGL_RENDERABLE_TYPE, EGL_OPENGL_BIT,
#endif
EGL_NONE };
static const EGLint ctx_attribs[] = {
#ifdef USE_GLES
EGL_CONTEXT_CLIENT_VERSION, 2,
#endif
EGL_NONE
};
GLWin.evdpy = XOpenDisplay(NULL);
GLWin.parent = (Window)window_handle;
GLWin.screen = DefaultScreen(GLWin.dpy);
if (GLWin.parent == 0)
GLWin.parent = RootWindow(GLWin.dpy, GLWin.screen);
XVisualInfo visTemplate;
int num_visuals;
EGLConfig config;
EGLint num_configs;
EGLint vid;
if (!eglChooseConfig( GLWin.egl_dpy, attribs, &config, 1, &num_configs)) {
printf("Error: couldn't get an EGL visual config\n");
exit(1);
}
if (!eglGetConfigAttrib(GLWin.egl_dpy, config, EGL_NATIVE_VISUAL_ID, &vid)) {
printf("Error: eglGetConfigAttrib() failed\n");
exit(1);
}
/* The X window visual must match the EGL config */
visTemplate.visualid = vid;
GLWin.vi = XGetVisualInfo(GLWin.dpy, VisualIDMask, &visTemplate, &num_visuals);
if (!GLWin.vi) {
printf("Error: couldn't get X visual\n");
exit(1);
}
GLWin.x = _tx;
GLWin.y = _ty;
GLWin.width = _twidth;
GLWin.height = _theight;
XWindow.CreateXWindow();
#ifdef USE_GLES
eglBindAPI(EGL_OPENGL_ES_API);
#else
eglBindAPI(EGL_OPENGL_API);
#endif
GLWin.egl_ctx = eglCreateContext(GLWin.egl_dpy, config, EGL_NO_CONTEXT, ctx_attribs );
if (!GLWin.egl_ctx) {
printf("Error: eglCreateContext failed\n");
exit(1);
}
GLWin.egl_surf = eglCreateWindowSurface(GLWin.egl_dpy, config, GLWin.win, NULL);
if (!GLWin.egl_surf) {
printf("Error: eglCreateWindowSurface failed\n");
exit(1);
}
if (!eglMakeCurrent(GLWin.egl_dpy, GLWin.egl_surf, GLWin.egl_surf, GLWin.egl_ctx)) {
printf("Error: eglMakeCurrent() failed\n");
return false;
}
printf("GL_VENDOR: %s\n", glGetString(GL_VENDOR));
printf("GL_RENDERER: %s\n", glGetString(GL_RENDERER));
printf("GL_VERSION: %s\n", glGetString(GL_VERSION));
printf("GL_EXTENSIONS: %s\n", glGetString(GL_EXTENSIONS));
/* Set initial projection/viewing transformation.
* We can't be sure we'll get a ConfigureNotify event when the window
* first appears.
*/
glViewport(0, 0, (GLint) _twidth, (GLint) _theight);
window_handle = (void *)GLWin.win;
return true;
}
bool cInterfaceEGL::MakeCurrent()
{
return eglMakeCurrent(GLWin.egl_dpy, GLWin.egl_surf, GLWin.egl_surf, GLWin.egl_ctx);
}
// Close backend
void cInterfaceEGL::Shutdown()
{
XWindow.DestroyXWindow();
if (GLWin.egl_ctx && !eglMakeCurrent(GLWin.egl_dpy, GLWin.egl_surf, GLWin.egl_surf, GLWin.egl_ctx))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (GLWin.egl_ctx)
{
eglDestroyContext(GLWin.egl_dpy, GLWin.egl_ctx);
eglDestroySurface(GLWin.egl_dpy, GLWin.egl_surf);
eglTerminate(GLWin.egl_dpy);
GLWin.egl_ctx = NULL;
}
}

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// Copyright (C) 2003 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/
#ifndef _INTERFACEGLX_H_
#define _INTERFACEGLX_H_
#include <EGL/egl.h>
#ifdef USE_GLES
#include <GLES2/gl2.h>
#else
#include <GL/glxew.h>
#include <GL/gl.h>
#endif
#include "X11_Util.h"
#include "InterfaceBase.h"
class cInterfaceEGL : public cInterfaceBase
{
private:
cX11Window XWindow;
public:
friend class cX11Window;
void Swap();
void UpdateFPSDisplay(const char *Text);
bool Create(void *&window_handle);
bool MakeCurrent();
void Shutdown();
};
#endif

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// Copyright (C) 2003 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 "Host.h"
#include "RenderBase.h"
#include "VideoConfig.h"
#include "../GLInterface.h"
#include "GLX.h"
// Show the current FPS
void cInterfaceGLX::UpdateFPSDisplay(const char *text)
{
XStoreName(GLWin.dpy, GLWin.win, text);
}
void cInterfaceGLX::Swap()
{
glXSwapBuffers(GLWin.dpy, GLWin.win);
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool cInterfaceGLX::Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
int glxMajorVersion, glxMinorVersion;
// attributes for a single buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None};
// attributes for a double buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListDbl[] = {GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
GLX_SAMPLE_BUFFERS_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
GLX_SAMPLES_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
None };
int attrListDefault[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 1,
None };
GLWin.dpy = XOpenDisplay(0);
GLWin.evdpy = XOpenDisplay(0);
GLWin.parent = (Window)window_handle;
GLWin.screen = DefaultScreen(GLWin.dpy);
if (GLWin.parent == 0)
GLWin.parent = RootWindow(GLWin.dpy, GLWin.screen);
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
NOTICE_LOG(VIDEO, "glX-Version %d.%d", glxMajorVersion, glxMinorVersion);
// Get an appropriate visual
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDbl);
if (GLWin.vi == NULL)
{
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListSgl);
if (GLWin.vi != NULL)
{
ERROR_LOG(VIDEO, "Only single buffered visual!");
}
else
{
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDefault);
if (GLWin.vi == NULL)
{
ERROR_LOG(VIDEO, "Could not choose visual (glXChooseVisual)");
return false;
}
}
}
else
NOTICE_LOG(VIDEO, "Got double buffered visual!");
// Create a GLX context.
GLWin.ctx = glXCreateContext(GLWin.dpy, GLWin.vi, 0, GL_TRUE);
if (!GLWin.ctx)
{
PanicAlert("Unable to create GLX context.");
return false;
}
GLWin.x = _tx;
GLWin.y = _ty;
GLWin.width = _twidth;
GLWin.height = _theight;
XWindow.CreateXWindow();
window_handle = (void *)GLWin.win;
return true;
}
bool cInterfaceGLX::MakeCurrent()
{
// connect the glx-context to the window
#if defined(HAVE_WX) && (HAVE_WX)
Host_GetRenderWindowSize(GLWin.x, GLWin.y,
(int&)GLWin.width, (int&)GLWin.height);
XMoveResizeWindow(GLWin.dpy, GLWin.win, GLWin.x, GLWin.y,
GLWin.width, GLWin.height);
#endif
return glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
}
// Close backend
void cInterfaceGLX::Shutdown()
{
XWindow.DestroyXWindow();
if (GLWin.ctx && !glXMakeCurrent(GLWin.dpy, None, NULL))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (GLWin.ctx)
{
glXDestroyContext(GLWin.dpy, GLWin.ctx);
XCloseDisplay(GLWin.dpy);
XCloseDisplay(GLWin.evdpy);
GLWin.ctx = NULL;
}
}

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// Copyright (C) 2003 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/
#ifndef _INTERFACEGLX_H_
#define _INTERFACEGLX_H_
#include <GL/glxew.h>
#include <GL/gl.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#include "X11_Util.h"
#include "InterfaceBase.h"
class cInterfaceGLX : public cInterfaceBase
{
private:
cX11Window XWindow;
public:
friend class cX11Window;
void Swap();
void UpdateFPSDisplay(const char *Text);
bool Create(void *&window_handle);
bool MakeCurrent();
void Shutdown();
};
#endif

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// Copyright (C) 2003 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/
#ifndef _GLINTERFACEBASE_H_
#define _GLINTERFACEBASE_H_
class cInterfaceBase
{
protected:
// Window dimensions.
u32 s_backbuffer_width;
u32 s_backbuffer_height;
public:
virtual void Swap() = 0;
virtual void UpdateFPSDisplay(const char *Text) = 0;
virtual bool Create(void *&window_handle) = 0;
virtual bool MakeCurrent() = 0;
virtual void Shutdown() = 0;
virtual u32 GetBackBufferWidth() { return s_backbuffer_width; }
virtual u32 GetBackBufferHeight() { return s_backbuffer_height; }
virtual void SetBackBufferDimensions(u32 W, u32 H) {s_backbuffer_width = W; s_backbuffer_height = H; }
virtual void Update() { }
virtual bool PeekMessages() { return false; }
};
#endif

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// Copyright (C) 2003 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 "VideoConfig.h"
#include "Host.h"
#include "RenderBase.h"
#include "VertexShaderManager.h"
#include "../GLInterface.h"
#include "WGL.h"
#include "EmuWindow.h"
static HDC hDC = NULL; // Private GDI Device Context
static HGLRC hRC = NULL; // Permanent Rendering Context
void cInterfaceWGL::Swap()
{
SwapBuffers(hDC);
}
// Draw messages on top of the screen
bool cInterfaceWGL::PeekMessages()
{
// TODO: peekmessage
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
// Show the current FPS
void cInterfaceWGL::UpdateFPSDisplay(const char *text)
{
TCHAR temp[512];
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs"), text);
EmuWindow::SetWindowText(temp);
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool cInterfaceWGL::Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Please wait..."));
if (window_handle == NULL)
{
Host_SysMessage("failed to create window");
return false;
}
// Show the window
EmuWindow::Show();
PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // 8bit Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
GLuint PixelFormat; // Holds The Results After Searching For A Match
if (!(hDC=GetDC(EmuWindow::GetWnd()))) {
PanicAlert("(1) Can't create an OpenGL Device context. Fail.");
return false;
}
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
PanicAlert("(2) Can't find a suitable PixelFormat.");
return false;
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
PanicAlert("(3) Can't set the PixelFormat.");
return false;
}
if (!(hRC = wglCreateContext(hDC))) {
PanicAlert("(4) Can't create an OpenGL rendering context.");
return false;
}
return true;
}
bool cInterfaceWGL::MakeCurrent()
{
return wglMakeCurrent(hDC, hRC) ? true : false;
}
// Update window width, size and etc. Called from Render.cpp
void cInterfaceWGL::Update()
{
RECT rcWindow;
if (!EmuWindow::GetParentWnd())
{
// We are not rendering to a child window - use client size.
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
}
else
{
// We are rendering to a child window - use parent size.
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
}
// Get the new window width and height
// See below for documentation
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
// If we are rendering to a child window
if (EmuWindow::GetParentWnd() != 0 &&
(s_backbuffer_width != width || s_backbuffer_height != height) &&
width >= 4 && height >= 4)
{
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
s_backbuffer_width = width;
s_backbuffer_height = height;
}
}
// Close backend
void cInterfaceWGL::Shutdown()
{
if (hRC)
{
if (!wglMakeCurrent(NULL, NULL))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (!wglDeleteContext(hRC))
ERROR_LOG(VIDEO, "Release Rendering Context Failed.");
hRC = NULL;
}
if (hDC && !ReleaseDC(EmuWindow::GetWnd(), hDC))
{
ERROR_LOG(VIDEO, "Release Device Context Failed.");
hDC = NULL;
}
}

View File

@ -0,0 +1,41 @@
// Copyright (C) 2003 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/
#ifndef _INTERFACEWGL_H_
#define _INTERFACEWGL_H_
#ifdef _WIN32
#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/wglew.h>
#endif
#include "InterfaceBase.h"
class cInterfaceWGL : public cInterfaceBase
{
public:
void Swap();
void UpdateFPSDisplay(const char *Text);
bool Create(void *&window_handle);
bool MakeCurrent();
void Shutdown();
void Update();
bool PeekMessages();
};
#endif

View File

@ -0,0 +1,82 @@
// Copyright (C) 2003 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 "VideoConfig.h"
#include "Host.h"
#include "RenderBase.h"
#include "VertexShaderManager.h"
#include "../GLInterface.h"
#include "WX.h"
void cInterfaceWX::Swap()
{
GLWin.glCanvas->SwapBuffers();
}
void cInterfaceWX::UpdateFPSDisplay(const char *text)
{
// Handled by Host_UpdateTitle()
}
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool cInterfaceWX::Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
GLWin.panel = (wxPanel *)window_handle;
GLWin.glCanvas = new wxGLCanvas(GLWin.panel, wxID_ANY, NULL,
wxPoint(0, 0), wxSize(_twidth, _theight));
GLWin.glCanvas->Show(true);
if (GLWin.glCtxt == NULL) // XXX dirty hack
GLWin.glCtxt = new wxGLContext(GLWin.glCanvas);
}
bool cInterfaceWX::MakeCurrent()
{
return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
}
// Update window width, size and etc. Called from Render.cpp
void cInterfaceWX::Update()
{
int width, height;
GLWin.panel->GetSize(&width, &height);
if (width == s_backbuffer_width && height == s_backbuffer_height)
return;
GLWin.glCanvas->SetFocus();
GLWin.glCanvas->SetSize(0, 0, width, height);
GLWin.glCtxt->SetCurrent(*GLWin.glCanvas);
s_backbuffer_width = width;
s_backbuffer_height = height;
}
// Close backend
void cInterfaceWX::Shutdown()
{
GLWin.glCanvas->Hide();
}

View File

@ -0,0 +1,47 @@
// Copyright (C) 2003 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/
#ifndef _INTERFACEWX_H_
#define _INTERFACEWX_H_
#if defined HAVE_X11 && HAVE_X11
#include <GL/glxew.h>
#include <GL/gl.h>
#elif defined __APPLE__
#include <GL/glew.h>
#import <AppKit/AppKit.h>
#endif
#if defined USE_WX && USE_WX
#include "wx/wx.h"
#include "wx/glcanvas.h"
#endif
#include "InterfaceBase.h"
class cInterfaceWX : public cInterfaceBase
{
public:
void Swap();
void UpdateFPSDisplay(const char *Text);
bool Create(void *&window_handle);
bool MakeCurrent();
void Shutdown();
void Update();
};
#endif

View File

@ -0,0 +1,213 @@
// Copyright (C) 2003 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 "Host.h"
#include "RenderBase.h"
#include "VideoConfig.h"
#include "../GLInterface.h"
#include "VertexShaderManager.h"
void cX11Window::CreateXWindow(void)
{
Atom wmProtocols[1];
// Setup window attributes
GLWin.attr.colormap = XCreateColormap(GLWin.evdpy,
GLWin.parent, GLWin.vi->visual, AllocNone);
GLWin.attr.event_mask = KeyPressMask | StructureNotifyMask | FocusChangeMask;
GLWin.attr.background_pixel = BlackPixel(GLWin.evdpy, GLWin.screen);
GLWin.attr.border_pixel = 0;
// Create the window
GLWin.win = XCreateWindow(GLWin.evdpy, GLWin.parent,
GLWin.x, GLWin.y, GLWin.width, GLWin.height, 0,
GLWin.vi->depth, InputOutput, GLWin.vi->visual,
CWBorderPixel | CWBackPixel | CWColormap | CWEventMask, &GLWin.attr);
wmProtocols[0] = XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", True);
XSetWMProtocols(GLWin.evdpy, GLWin.win, wmProtocols, 1);
XSetStandardProperties(GLWin.evdpy, GLWin.win, "GPU", "GPU", None, NULL, 0, NULL);
XMapRaised(GLWin.evdpy, GLWin.win);
XSync(GLWin.evdpy, True);
GLWin.xEventThread = std::thread(&cX11Window::XEventThread, this);
}
void cX11Window::DestroyXWindow(void)
{
XUnmapWindow(GLWin.dpy, GLWin.win);
GLWin.win = 0;
if (GLWin.xEventThread.joinable())
GLWin.xEventThread.join();
XFreeColormap(GLWin.evdpy, GLWin.attr.colormap);
}
void cX11Window::XEventThread()
{
// Free look variables
static bool mouseLookEnabled = false;
static bool mouseMoveEnabled = false;
static float lastMouse[2];
while (GLWin.win)
{
XEvent event;
KeySym key;
for (int num_events = XPending(GLWin.evdpy); num_events > 0; num_events--)
{
XNextEvent(GLWin.evdpy, &event);
switch(event.type) {
case KeyPress:
key = XLookupKeysym((XKeyEvent*)&event, 0);
switch (key)
{
case XK_3:
OSDChoice = 1;
// Toggle native resolution
g_Config.iEFBScale = g_Config.iEFBScale + 1;
if (g_Config.iEFBScale > 7) g_Config.iEFBScale = 0;
break;
case XK_4:
OSDChoice = 2;
// Toggle aspect ratio
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
break;
case XK_5:
OSDChoice = 3;
// Toggle EFB copy
if (!g_Config.bEFBCopyEnable || g_Config.bCopyEFBToTexture)
{
g_Config.bEFBCopyEnable ^= true;
g_Config.bCopyEFBToTexture = false;
}
else
{
g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
}
break;
case XK_6:
OSDChoice = 4;
g_Config.bDisableFog = !g_Config.bDisableFog;
break;
default:
break;
}
if (g_Config.bFreeLook)
{
static float debugSpeed = 1.0f;
switch (key)
{
case XK_parenleft:
debugSpeed /= 2.0f;
break;
case XK_parenright:
debugSpeed *= 2.0f;
break;
case XK_w:
VertexShaderManager::TranslateView(0.0f, debugSpeed);
break;
case XK_s:
VertexShaderManager::TranslateView(0.0f, -debugSpeed);
break;
case XK_a:
VertexShaderManager::TranslateView(debugSpeed, 0.0f);
break;
case XK_d:
VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
break;
case XK_r:
VertexShaderManager::ResetView();
break;
}
}
break;
case ButtonPress:
if (g_Config.bFreeLook)
{
switch (event.xbutton.button)
{
case 2: // Middle button
lastMouse[0] = event.xbutton.x;
lastMouse[1] = event.xbutton.y;
mouseMoveEnabled = true;
break;
case 3: // Right button
lastMouse[0] = event.xbutton.x;
lastMouse[1] = event.xbutton.y;
mouseLookEnabled = true;
break;
}
}
break;
case ButtonRelease:
if (g_Config.bFreeLook)
{
switch (event.xbutton.button)
{
case 2: // Middle button
mouseMoveEnabled = false;
break;
case 3: // Right button
mouseLookEnabled = false;
break;
}
}
break;
case MotionNotify:
if (g_Config.bFreeLook)
{
if (mouseLookEnabled)
{
VertexShaderManager::RotateView((event.xmotion.x - lastMouse[0]) / 200.0f,
(event.xmotion.y - lastMouse[1]) / 200.0f);
lastMouse[0] = event.xmotion.x;
lastMouse[1] = event.xmotion.y;
}
if (mouseMoveEnabled)
{
VertexShaderManager::TranslateView((event.xmotion.x - lastMouse[0]) / 50.0f,
(event.xmotion.y - lastMouse[1]) / 50.0f);
lastMouse[0] = event.xmotion.x;
lastMouse[1] = event.xmotion.y;
}
}
break;
case ConfigureNotify:
Window winDummy;
unsigned int borderDummy, depthDummy;
XGetGeometry(GLWin.evdpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
&GLWin.width, &GLWin.height, &borderDummy, &depthDummy);
GLInterface->SetBackBufferDimensions(GLWin.width, GLWin.height);
break;
case ClientMessage:
if ((unsigned long) event.xclient.data.l[0] ==
XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", False))
Host_Message(WM_USER_STOP);
if ((unsigned long) event.xclient.data.l[0] ==
XInternAtom(GLWin.evdpy, "RESIZE", False))
XMoveResizeWindow(GLWin.evdpy, GLWin.win,
event.xclient.data.l[1], event.xclient.data.l[2],
event.xclient.data.l[3], event.xclient.data.l[4]);
break;
default:
break;
}
}
Common::SleepCurrentThread(20);
}
}

View File

@ -0,0 +1,31 @@
// Copyright (C) 2003 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/
#ifndef _X11_UTIL_H_
#define _X11_UTIL_H_
#include <X11/Xlib.h>
#include <X11/keysym.h>
class cX11Window
{
private:
void XEventThread();
public:
void CreateXWindow(void);
void DestroyXWindow(void);
};
#endif

View File

@ -322,9 +322,11 @@ void CGameListCtrl::Update()
}
// Sort items by Title
if (!sorted)
last_column = 0;
sorted = false;
wxListEvent event;
event.m_col = SConfig::GetInstance().m_ListSort2;
last_column = 1;
OnColumnClick(event);
event.m_col = SConfig::GetInstance().m_ListSort;
@ -711,20 +713,25 @@ void CGameListCtrl::OnColumnClick(wxListEvent& event)
if(event.GetColumn() != COLUMN_BANNER)
{
int current_column = event.GetColumn();
if (last_column == current_column)
if (sorted)
{
last_sort = -last_sort;
if (last_column == current_column)
{
last_sort = -last_sort;
}
else
{
SConfig::GetInstance().m_ListSort2 = last_sort;
last_column = current_column;
last_sort = current_column;
}
SConfig::GetInstance().m_ListSort = last_sort;
}
else
{
if (sorted)
SConfig::GetInstance().m_ListSort2 = last_sort;
last_column = current_column;
last_sort = current_column;
last_column = current_column;
}
if (sorted)
SConfig::GetInstance().m_ListSort = last_sort;
caller = this;
SortItems(wxListCompare, last_sort);
}
@ -921,7 +928,8 @@ void CGameListCtrl::OnRightClick(wxMouseEvent& event)
{
if (selected_iso->IsCompressed())
popupMenu->Append(IDM_COMPRESSGCM, _("Decompress ISO..."));
else
else if (selected_iso->GetFileName().substr(selected_iso->GetFileName().find_last_of(".")) != ".ciso"
&& selected_iso->GetFileName().substr(selected_iso->GetFileName().find_last_of(".")) != ".wbfs")
popupMenu->Append(IDM_COMPRESSGCM, _("Compress ISO..."));
} else
popupMenu->Append(IDM_LIST_INSTALLWAD, _("Install to Wii Menu"));

View File

@ -45,6 +45,15 @@
#include <wx/intl.h>
// Nvidia drivers >= v302 will check if the application exports a global
// variable named NvOptimusEnablement to know if it should run the app in high
// performance graphics mode or using the IGP.
#ifdef WIN32
extern "C" {
__declspec(dllexport) DWORD NvOptimusEnablement = 1;
}
#endif
// ------------
// Main window

View File

@ -236,7 +236,7 @@ bool GetConfig(const int &type)
case CONFIG_DISABLEFOG:
return g_ActiveConfig.bDisableFog;
case CONFIG_SHOWEFBREGIONS:
return false;
return g_ActiveConfig.bShowEFBCopyRegions;
default:
PanicAlert("GetConfig Error: Unknown Config Type!");
return false;

View File

@ -34,9 +34,9 @@
using namespace BPFunctions;
u32 mapTexAddress;
bool mapTexFound;
int numWrites;
static u32 mapTexAddress;
static bool mapTexFound;
static int numWrites;
extern volatile bool g_bSkipCurrentFrame;
@ -81,6 +81,9 @@ void BPWritten(const BPCmd& bp)
just stuff geometry in them and don't put state changes there
----------------------------------------------------------------------------------------------------------------
*/
// check for invalid state, else unneeded configuration are built
g_video_backend->CheckInvalidState();
// Debugging only, this lets you skip a bp update
//static int times = 0;

View File

@ -180,6 +180,7 @@ void VideoBackendHardware::InitializeShared()
memset((void*)&s_beginFieldArgs, 0, sizeof(s_beginFieldArgs));
memset(&s_accessEFBArgs, 0, sizeof(s_accessEFBArgs));
s_AccessEFBResult = 0;
m_invalid = false;
}
// Run from the CPU thread
@ -198,16 +199,25 @@ void VideoBackendHardware::DoState(PointerWrap& p)
// Refresh state.
if (p.GetMode() == PointerWrap::MODE_READ)
{
BPReload();
m_invalid = true;
RecomputeCachedArraybases();
// Clear all caches that touch RAM
// (? these don't appear to touch any emulation state that gets saved. moved to on load only.)
TextureCache::Invalidate();
VertexLoaderManager::MarkAllDirty();
}
}
void VideoBackendHardware::CheckInvalidState() {
if (m_invalid)
{
m_invalid = false;
BPReload();
TextureCache::Invalidate();
}
}
void VideoBackendHardware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
{
Fifo_PauseAndLock(doLock, unpauseOnUnlock);

View File

@ -377,7 +377,7 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
//
// TODO: Don't we need to force texture decoding to RGBA8 for dynamic EFB copies?
// TODO: Actually, it should be enough if the internal texture format matches...
if ((entry->type == TCET_NORMAL && width == entry->native_width && height == entry->native_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
if ((entry->type == TCET_NORMAL && width == entry->virtual_width && height == entry->virtual_height && full_format == entry->format && entry->num_mipmaps == maxlevel)
|| (entry->type == TCET_EC_DYNAMIC && entry->native_width == width && entry->native_height == height))
{
// reuse the texture
@ -396,14 +396,21 @@ TextureCache::TCacheEntryBase* TextureCache::Load(unsigned int stage,
pcfmt = LoadCustomTexture(tex_hash, texformat, 0, width, height);
if (pcfmt != PC_TEX_FMT_NONE)
{
expandedWidth = width;
expandedHeight = height;
if (expandedWidth != width || expandedHeight != height)
{
expandedWidth = width;
expandedHeight = height;
// If we thought we could reuse the texture before, make sure to delete it now!
delete entry;
entry = NULL;
}
using_custom_texture = true;
}
}
// TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems when preloading is enabled
if (pcfmt == PC_TEX_FMT_NONE)
// TODO: RGBA8 textures are stored non-continuously in tmem, that might cause problems here when preloading is enabled
if (!using_custom_texture)
pcfmt = TexDecoder_Decode(temp, src_data, expandedWidth,
expandedHeight, texformat, tlutaddr, tlutfmt, g_ActiveConfig.backend_info.bUseRGBATextures);

View File

@ -9,6 +9,7 @@
#include "NativeVertexFormat.h"
#include "TextureCacheBase.h"
#include "RenderBase.h"
#include "BPStructs.h"
#include "VertexManagerBase.h"
#include "VideoConfig.h"
@ -159,6 +160,9 @@ void VertexManager::AddVertices(int primitive, int numVertices)
void VertexManager::Flush()
{
// loading a state will invalidate BP, so check for it
g_video_backend->CheckInvalidState();
g_vertex_manager->vFlush();
}

View File

@ -1,3 +1,5 @@
add_subdirectory(Plugin_VideoOGL)
if(NOT USE_GLES)
add_subdirectory(Plugin_VideoOGL)
endif()
add_subdirectory(Plugin_VideoSoftware)
# TODO: Add other backends here!

View File

@ -12,11 +12,22 @@ set(SRCS Src/FramebufferManager.cpp
Src/VertexManager.cpp)
set(LIBS videocommon
GLEW
SOIL
common
${OPENGL_LIBRARIES}
${X11_LIBRARIES})
if(USE_EGL)
set(LIBS ${LIBS}
EGL)
endif()
if(USE_GLES)
set(LIBS ${LIBS}
GLESv2)
else()
set(LIBS ${LIBS}
GLEW
${OPENGL_LIBRARIES})
endif()
if(wxWidgets_FOUND)
set(LIBS ${LIBS} ${wxWidgets_LIBRARIES})

View File

@ -247,4 +247,4 @@
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>
</Project>

View File

@ -17,6 +17,7 @@
#include "Globals.h"
#include "FramebufferManager.h"
#include "VertexShaderGen.h"
#include "TextureConverter.h"
#include "Render.h"
@ -27,6 +28,11 @@ namespace OGL
extern bool s_bHaveFramebufferBlit; // comes from Render.cpp. ugly.
static GLuint s_VBO = 0;
static GLuint s_VAO = 0;
static MathUtil::Rectangle<float> s_cached_sourcerc;
static MathUtil::Rectangle<float> s_cached_drawrc;
int FramebufferManager::m_targetWidth;
int FramebufferManager::m_targetHeight;
int FramebufferManager::m_msaaSamples;
@ -53,6 +59,15 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
m_resolvedDepthTexture = 0;
m_xfbFramebuffer = 0;
s_cached_sourcerc.bottom = -1;
s_cached_sourcerc.left = -1;
s_cached_sourcerc.right = -1;
s_cached_sourcerc.top = -1;
s_cached_drawrc.bottom = -1;
s_cached_drawrc.left = -1;
s_cached_drawrc.right = -1;
s_cached_drawrc.top = -1;
m_targetWidth = targetWidth;
m_targetHeight = targetHeight;
@ -169,7 +184,28 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
// Create XFB framebuffer; targets will be created elsewhere.
glGenFramebuffersEXT(1, &m_xfbFramebuffer);
// Generate VBO & VAO - and initialize the VAO for "Draw"
glGenBuffers(1, &s_VBO);
glGenVertexArrays(1, &s_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBindVertexArray(s_VAO);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 6*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+2);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 6*sizeof(GLfloat), (GLfloat*)NULL+4);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// EFB framebuffer is currently bound, make sure to clear its alpha value to 1.f
glViewport(0, 0, m_targetWidth, m_targetHeight);
glScissor(0, 0, m_targetWidth, m_targetHeight);
@ -181,6 +217,8 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
FramebufferManager::~FramebufferManager()
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteBuffers(1, &s_VBO);
glDeleteVertexArrays(1, &s_VAO);
GLuint glObj[3];
@ -305,24 +343,37 @@ void XFBSource::Draw(const MathUtil::Rectangle<float> &sourcerc,
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glBegin(GL_QUADS);
glTexCoord2f(sourcerc.left, sourcerc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glVertex2f(drawrc.left, drawrc.bottom);
glTexCoord2f(sourcerc.left, sourcerc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glVertex2f(drawrc.left, drawrc.top);
glTexCoord2f(sourcerc.right, sourcerc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glVertex2f(drawrc.right, drawrc.top);
glTexCoord2f(sourcerc.right, sourcerc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glVertex2f(drawrc.right, drawrc.bottom);
glEnd();
if(!(s_cached_sourcerc == sourcerc) || !(s_cached_drawrc == drawrc)) {
GLfloat vertices[] = {
drawrc.left, drawrc.bottom,
sourcerc.left, sourcerc.bottom,
0.0f, 0.0f,
drawrc.left, drawrc.top,
sourcerc.left, sourcerc.top,
0.0f, 1.0f,
drawrc.right, drawrc.top,
sourcerc.right, sourcerc.top,
1.0f, 1.0f,
drawrc.right, drawrc.bottom,
sourcerc.right, sourcerc.bottom,
1.0f, 0.0f
};
glBindBuffer(GL_ARRAY_BUFFER, s_VBO);
glBufferData(GL_ARRAY_BUFFER, 2*4*3*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_sourcerc = sourcerc;
s_cached_drawrc = drawrc;
}
glBindVertexArray(s_VAO);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
}

View File

@ -28,59 +28,8 @@
#include "GLUtil.h"
#if defined(_WIN32)
#include "EmuWindow.h"
static HDC hDC = NULL; // Private GDI Device Context
static HGLRC hRC = NULL; // Permanent Rendering Context
#else
GLWindow GLWin;
#endif
// Handles OpenGL and the window
// Window dimensions.
static int s_backbuffer_width;
static int s_backbuffer_height;
void OpenGL_SwapBuffers()
{
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->SwapBuffers();
#elif defined(__APPLE__)
[GLWin.cocoaCtx flushBuffer];
#elif defined(_WIN32)
SwapBuffers(hDC);
#elif defined(HAVE_X11) && HAVE_X11
glXSwapBuffers(GLWin.dpy, GLWin.win);
#endif
}
u32 OpenGL_GetBackbufferWidth()
{
return s_backbuffer_width;
}
u32 OpenGL_GetBackbufferHeight()
{
return s_backbuffer_height;
}
void OpenGL_SetWindowText(const char *text)
{
#if defined(USE_WX) && USE_WX
// Handled by Host_UpdateTitle()
#elif defined(__APPLE__)
[GLWin.cocoaWin setTitle: [NSString stringWithUTF8String: text]];
#elif defined(_WIN32)
TCHAR temp[512];
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs"), text);
EmuWindow::SetWindowText(temp);
#elif defined(HAVE_X11) && HAVE_X11
// Tell X to ask the window manager to set the window title.
// (X itself doesn't provide window title functionality.)
XStoreName(GLWin.dpy, GLWin.win, text);
#endif
}
cInterfaceBase *GLInterface;
namespace OGL
{
@ -88,20 +37,7 @@ namespace OGL
// Draw messages on top of the screen
unsigned int VideoBackend::PeekMessages()
{
#ifdef _WIN32
// TODO: peekmessage
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
#else
return false;
#endif
return GLInterface->PeekMessages();
}
// Show the current FPS
@ -109,538 +45,103 @@ void VideoBackend::UpdateFPSDisplay(const char *text)
{
char temp[100];
snprintf(temp, sizeof temp, "%s | OpenGL | %s", scm_rev_str, text);
OpenGL_SetWindowText(temp);
return GLInterface->UpdateFPSDisplay(temp);
}
}
#if defined(HAVE_X11) && HAVE_X11
void XEventThread();
void CreateXWindow(void)
void InitInterface()
{
Atom wmProtocols[1];
// Setup window attributes
GLWin.attr.colormap = XCreateColormap(GLWin.evdpy,
GLWin.parent, GLWin.vi->visual, AllocNone);
GLWin.attr.event_mask = KeyPressMask | StructureNotifyMask | FocusChangeMask;
GLWin.attr.background_pixel = BlackPixel(GLWin.evdpy, GLWin.screen);
GLWin.attr.border_pixel = 0;
// Create the window
GLWin.win = XCreateWindow(GLWin.evdpy, GLWin.parent,
GLWin.x, GLWin.y, GLWin.width, GLWin.height, 0,
GLWin.vi->depth, InputOutput, GLWin.vi->visual,
CWBorderPixel | CWBackPixel | CWColormap | CWEventMask, &GLWin.attr);
wmProtocols[0] = XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", True);
XSetWMProtocols(GLWin.evdpy, GLWin.win, wmProtocols, 1);
XSetStandardProperties(GLWin.evdpy, GLWin.win, "GPU", "GPU", None, NULL, 0, NULL);
XMapRaised(GLWin.evdpy, GLWin.win);
XSync(GLWin.evdpy, True);
GLWin.xEventThread = std::thread(XEventThread);
#if defined(USE_EGL) && USE_EGL
GLInterface = new cInterfaceEGL;
#elif defined(USE_WX) && USE_WX
GLInterface = new cInterfaceWX;
#elif defined(__APPLE__)
GLInterface = new cInterfaceAGL;
#elif defined(_WIN32)
GLInterface = new cInterfaceWGL;
#elif defined(HAVE_X11) && HAVE_X11
GLInterface = new cInterfaceGLX;
#endif
}
void DestroyXWindow(void)
GLuint OpenGL_CompileProgram ( const char* vertexShader, const char* fragmentShader )
{
XUnmapWindow(GLWin.dpy, GLWin.win);
GLWin.win = 0;
if (GLWin.xEventThread.joinable())
GLWin.xEventThread.join();
XFreeColormap(GLWin.evdpy, GLWin.attr.colormap);
}
void XEventThread()
{
// Free look variables
static bool mouseLookEnabled = false;
static bool mouseMoveEnabled = false;
static float lastMouse[2];
while (GLWin.win)
{
XEvent event;
KeySym key;
for (int num_events = XPending(GLWin.evdpy); num_events > 0; num_events--)
{
XNextEvent(GLWin.evdpy, &event);
switch(event.type) {
case KeyPress:
key = XLookupKeysym((XKeyEvent*)&event, 0);
switch (key)
{
case XK_3:
OSDChoice = 1;
// Toggle native resolution
g_Config.iEFBScale = g_Config.iEFBScale + 1;
if (g_Config.iEFBScale > 7) g_Config.iEFBScale = 0;
break;
case XK_4:
OSDChoice = 2;
// Toggle aspect ratio
g_Config.iAspectRatio = (g_Config.iAspectRatio + 1) & 3;
break;
case XK_5:
OSDChoice = 3;
// Toggle EFB copy
if (!g_Config.bEFBCopyEnable || g_Config.bCopyEFBToTexture)
{
g_Config.bEFBCopyEnable ^= true;
g_Config.bCopyEFBToTexture = false;
}
else
{
g_Config.bCopyEFBToTexture = !g_Config.bCopyEFBToTexture;
}
break;
case XK_6:
OSDChoice = 4;
g_Config.bDisableFog = !g_Config.bDisableFog;
break;
default:
break;
}
if (g_Config.bFreeLook)
{
static float debugSpeed = 1.0f;
switch (key)
{
case XK_parenleft:
debugSpeed /= 2.0f;
break;
case XK_parenright:
debugSpeed *= 2.0f;
break;
case XK_w:
VertexShaderManager::TranslateView(0.0f, debugSpeed);
break;
case XK_s:
VertexShaderManager::TranslateView(0.0f, -debugSpeed);
break;
case XK_a:
VertexShaderManager::TranslateView(debugSpeed, 0.0f);
break;
case XK_d:
VertexShaderManager::TranslateView(-debugSpeed, 0.0f);
break;
case XK_r:
VertexShaderManager::ResetView();
break;
}
}
break;
case ButtonPress:
if (g_Config.bFreeLook)
{
switch (event.xbutton.button)
{
case 2: // Middle button
lastMouse[0] = event.xbutton.x;
lastMouse[1] = event.xbutton.y;
mouseMoveEnabled = true;
break;
case 3: // Right button
lastMouse[0] = event.xbutton.x;
lastMouse[1] = event.xbutton.y;
mouseLookEnabled = true;
break;
}
}
break;
case ButtonRelease:
if (g_Config.bFreeLook)
{
switch (event.xbutton.button)
{
case 2: // Middle button
mouseMoveEnabled = false;
break;
case 3: // Right button
mouseLookEnabled = false;
break;
}
}
break;
case MotionNotify:
if (g_Config.bFreeLook)
{
if (mouseLookEnabled)
{
VertexShaderManager::RotateView((event.xmotion.x - lastMouse[0]) / 200.0f,
(event.xmotion.y - lastMouse[1]) / 200.0f);
lastMouse[0] = event.xmotion.x;
lastMouse[1] = event.xmotion.y;
}
if (mouseMoveEnabled)
{
VertexShaderManager::TranslateView((event.xmotion.x - lastMouse[0]) / 50.0f,
(event.xmotion.y - lastMouse[1]) / 50.0f);
lastMouse[0] = event.xmotion.x;
lastMouse[1] = event.xmotion.y;
}
}
break;
case ConfigureNotify:
Window winDummy;
unsigned int borderDummy, depthDummy;
XGetGeometry(GLWin.evdpy, GLWin.win, &winDummy, &GLWin.x, &GLWin.y,
&GLWin.width, &GLWin.height, &borderDummy, &depthDummy);
s_backbuffer_width = GLWin.width;
s_backbuffer_height = GLWin.height;
break;
case ClientMessage:
if ((unsigned long) event.xclient.data.l[0] ==
XInternAtom(GLWin.evdpy, "WM_DELETE_WINDOW", False))
Host_Message(WM_USER_STOP);
if ((unsigned long) event.xclient.data.l[0] ==
XInternAtom(GLWin.evdpy, "RESIZE", False))
XMoveResizeWindow(GLWin.evdpy, GLWin.win,
event.xclient.data.l[1], event.xclient.data.l[2],
event.xclient.data.l[3], event.xclient.data.l[4]);
break;
default:
break;
}
}
Common::SleepCurrentThread(20);
}
}
#endif
// Create rendering window.
// Call browser: Core.cpp:EmuThread() > main.cpp:Video_Initialize()
bool OpenGL_Create(void *&window_handle)
{
int _tx, _ty, _twidth, _theight;
Host_GetRenderWindowSize(_tx, _ty, _twidth, _theight);
// Control window size and picture scaling
s_backbuffer_width = _twidth;
s_backbuffer_height = _theight;
#if defined(USE_WX) && USE_WX
GLWin.panel = (wxPanel *)window_handle;
GLWin.glCanvas = new wxGLCanvas(GLWin.panel, wxID_ANY, NULL,
wxPoint(0, 0), wxSize(_twidth, _theight));
GLWin.glCanvas->Show(true);
if (GLWin.glCtxt == NULL) // XXX dirty hack
GLWin.glCtxt = new wxGLContext(GLWin.glCanvas);
#elif defined(__APPLE__)
NSRect size;
NSUInteger style = NSMiniaturizableWindowMask;
NSOpenGLPixelFormatAttribute attr[2] = { NSOpenGLPFADoubleBuffer, 0 };
NSOpenGLPixelFormat *fmt = [[NSOpenGLPixelFormat alloc]
initWithAttributes: attr];
if (fmt == nil) {
ERROR_LOG(VIDEO, "failed to create pixel format");
return NULL;
}
GLWin.cocoaCtx = [[NSOpenGLContext alloc]
initWithFormat: fmt shareContext: nil];
[fmt release];
if (GLWin.cocoaCtx == nil) {
ERROR_LOG(VIDEO, "failed to create context");
return NULL;
}
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
size = [[NSScreen mainScreen] frame];
style |= NSBorderlessWindowMask;
} else {
size = NSMakeRect(_tx, _ty, _twidth, _theight);
style |= NSResizableWindowMask | NSTitledWindowMask;
}
GLWin.cocoaWin = [[NSWindow alloc] initWithContentRect: size
styleMask: style backing: NSBackingStoreBuffered defer: NO];
if (GLWin.cocoaWin == nil) {
ERROR_LOG(VIDEO, "failed to create window");
return NULL;
}
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bFullscreen) {
CGDisplayCapture(CGMainDisplayID());
[GLWin.cocoaWin setLevel: CGShieldingWindowLevel()];
}
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
[GLWin.cocoaWin makeKeyAndOrderFront: nil];
#elif defined(_WIN32)
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Please wait..."));
if (window_handle == NULL)
{
Host_SysMessage("failed to create window");
return false;
}
// Show the window
EmuWindow::Show();
PIXELFORMATDESCRIPTOR pfd = // pfd Tells Windows How We Want Things To Be
{
sizeof(PIXELFORMATDESCRIPTOR), // Size Of This Pixel Format Descriptor
1, // Version Number
PFD_DRAW_TO_WINDOW | // Format Must Support Window
PFD_SUPPORT_OPENGL | // Format Must Support OpenGL
PFD_DOUBLEBUFFER, // Must Support Double Buffering
PFD_TYPE_RGBA, // Request An RGBA Format
32, // Select Our Color Depth
0, 0, 0, 0, 0, 0, // Color Bits Ignored
0, // 8bit Alpha Buffer
0, // Shift Bit Ignored
0, // No Accumulation Buffer
0, 0, 0, 0, // Accumulation Bits Ignored
24, // 24Bit Z-Buffer (Depth Buffer)
8, // 8bit Stencil Buffer
0, // No Auxiliary Buffer
PFD_MAIN_PLANE, // Main Drawing Layer
0, // Reserved
0, 0, 0 // Layer Masks Ignored
};
GLuint PixelFormat; // Holds The Results After Searching For A Match
if (!(hDC=GetDC(EmuWindow::GetWnd()))) {
PanicAlert("(1) Can't create an OpenGL Device context. Fail.");
return false;
}
if (!(PixelFormat = ChoosePixelFormat(hDC, &pfd))) {
PanicAlert("(2) Can't find a suitable PixelFormat.");
return false;
}
if (!SetPixelFormat(hDC, PixelFormat, &pfd)) {
PanicAlert("(3) Can't set the PixelFormat.");
return false;
}
if (!(hRC = wglCreateContext(hDC))) {
PanicAlert("(4) Can't create an OpenGL rendering context.");
return false;
}
// --------------------------------------
#elif defined(HAVE_X11) && HAVE_X11
int glxMajorVersion, glxMinorVersion;
// attributes for a single buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListSgl[] = {GLX_RGBA, GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
None};
// attributes for a double buffered visual in RGBA format with at least
// 8 bits per color and a 24 bit depth buffer
int attrListDbl[] = {GLX_RGBA, GLX_DOUBLEBUFFER,
GLX_RED_SIZE, 8,
GLX_GREEN_SIZE, 8,
GLX_BLUE_SIZE, 8,
GLX_DEPTH_SIZE, 24,
GLX_SAMPLE_BUFFERS_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
GLX_SAMPLES_ARB, g_Config.iMultisampleMode != MULTISAMPLE_OFF?1:0,
None };
int attrListDefault[] = {
GLX_RGBA,
GLX_RED_SIZE, 1,
GLX_GREEN_SIZE, 1,
GLX_BLUE_SIZE, 1,
GLX_DOUBLEBUFFER,
GLX_DEPTH_SIZE, 1,
None };
GLWin.dpy = XOpenDisplay(0);
GLWin.evdpy = XOpenDisplay(0);
GLWin.parent = (Window)window_handle;
GLWin.screen = DefaultScreen(GLWin.dpy);
if (GLWin.parent == 0)
GLWin.parent = RootWindow(GLWin.dpy, GLWin.screen);
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
NOTICE_LOG(VIDEO, "glX-Version %d.%d", glxMajorVersion, glxMinorVersion);
// Get an appropriate visual
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDbl);
if (GLWin.vi == NULL)
{
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListSgl);
if (GLWin.vi != NULL)
{
ERROR_LOG(VIDEO, "Only single buffered visual!");
}
else
{
GLWin.vi = glXChooseVisual(GLWin.dpy, GLWin.screen, attrListDefault);
if (GLWin.vi == NULL)
{
ERROR_LOG(VIDEO, "Could not choose visual (glXChooseVisual)");
return false;
}
}
}
else
NOTICE_LOG(VIDEO, "Got double buffered visual!");
// Create a GLX context.
GLWin.ctx = glXCreateContext(GLWin.dpy, GLWin.vi, 0, GL_TRUE);
if (!GLWin.ctx)
{
PanicAlert("Unable to create GLX context.");
return false;
}
GLWin.x = _tx;
GLWin.y = _ty;
GLWin.width = _twidth;
GLWin.height = _theight;
CreateXWindow();
window_handle = (void *)GLWin.win;
#endif
return true;
}
bool OpenGL_MakeCurrent()
{
// connect the glx-context to the window
#if defined(USE_WX) && USE_WX
return GLWin.glCanvas->SetCurrent(*GLWin.glCtxt);
#elif defined(__APPLE__)
[GLWin.cocoaCtx makeCurrentContext];
#elif defined(_WIN32)
return wglMakeCurrent(hDC, hRC) ? true : false;
#elif defined(HAVE_X11) && HAVE_X11
#if defined(HAVE_WX) && (HAVE_WX)
Host_GetRenderWindowSize(GLWin.x, GLWin.y,
(int&)GLWin.width, (int&)GLWin.height);
XMoveResizeWindow(GLWin.dpy, GLWin.win, GLWin.x, GLWin.y,
GLWin.width, GLWin.height);
#endif
return glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
#endif
return true;
}
// Update window width, size and etc. Called from Render.cpp
void OpenGL_Update()
{
#if defined(USE_WX) && USE_WX
int width, height;
GLWin.panel->GetSize(&width, &height);
if (width == s_backbuffer_width && height == s_backbuffer_height)
return;
GLWin.glCanvas->SetFocus();
GLWin.glCanvas->SetSize(0, 0, width, height);
GLWin.glCtxt->SetCurrent(*GLWin.glCanvas);
s_backbuffer_width = width;
s_backbuffer_height = height;
#elif defined(__APPLE__)
int width, height;
width = [[GLWin.cocoaWin contentView] frame].size.width;
height = [[GLWin.cocoaWin contentView] frame].size.height;
if (width == s_backbuffer_width && height == s_backbuffer_height)
return;
[GLWin.cocoaCtx setView: [GLWin.cocoaWin contentView]];
[GLWin.cocoaCtx update];
[GLWin.cocoaCtx makeCurrentContext];
s_backbuffer_width = width;
s_backbuffer_height = height;
#elif defined(_WIN32)
RECT rcWindow;
if (!EmuWindow::GetParentWnd())
{
// We are not rendering to a child window - use client size.
GetClientRect(EmuWindow::GetWnd(), &rcWindow);
}
else
{
// We are rendering to a child window - use parent size.
GetWindowRect(EmuWindow::GetParentWnd(), &rcWindow);
}
// Get the new window width and height
// See below for documentation
int width = rcWindow.right - rcWindow.left;
int height = rcWindow.bottom - rcWindow.top;
// If we are rendering to a child window
if (EmuWindow::GetParentWnd() != 0 &&
(s_backbuffer_width != width || s_backbuffer_height != height) &&
width >= 4 && height >= 4)
{
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
s_backbuffer_width = width;
s_backbuffer_height = height;
}
#endif
}
// Close backend
void OpenGL_Shutdown()
{
#if defined(USE_WX) && USE_WX
GLWin.glCanvas->Hide();
// XXX GLWin.glCanvas->Destroy();
// XXX delete GLWin.glCtxt;
#elif defined(__APPLE__)
[GLWin.cocoaWin close];
[GLWin.cocoaCtx clearDrawable];
[GLWin.cocoaCtx release];
#elif defined(_WIN32)
if (hRC)
{
if (!wglMakeCurrent(NULL, NULL))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (!wglDeleteContext(hRC))
ERROR_LOG(VIDEO, "Release Rendering Context Failed.");
hRC = NULL;
}
if (hDC && !ReleaseDC(EmuWindow::GetWnd(), hDC))
{
ERROR_LOG(VIDEO, "Release Device Context Failed.");
hDC = NULL;
}
// generate objects
GLuint vertexShaderID = glCreateShader(GL_VERTEX_SHADER);
GLuint fragmentShaderID = glCreateShader(GL_FRAGMENT_SHADER);
GLuint programID = glCreateProgram();
GLint Result = GL_FALSE;
char stringBuffer[1024];
GLsizei stringBufferUsage = 0;
#elif defined(HAVE_X11) && HAVE_X11
DestroyXWindow();
if (GLWin.ctx && !glXMakeCurrent(GLWin.dpy, None, NULL))
NOTICE_LOG(VIDEO, "Could not release drawing context.");
if (GLWin.ctx)
{
glXDestroyContext(GLWin.dpy, GLWin.ctx);
XCloseDisplay(GLWin.dpy);
XCloseDisplay(GLWin.evdpy);
GLWin.ctx = NULL;
// compile vertex shader
glShaderSource(vertexShaderID, 1, &vertexShader, NULL);
glCompileShader(vertexShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(vertexShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(vertexShaderID, 1024, &stringBufferUsage, stringBuffer);
if(Result && stringBufferUsage) {
ERROR_LOG(VIDEO, "GLSL vertex shader warnings:\n%s%s", stringBuffer, vertexShader);
} else if(!Result) {
ERROR_LOG(VIDEO, "GLSL vertex shader error:\n%s%s", stringBuffer, vertexShader);
} else {
DEBUG_LOG(VIDEO, "GLSL vertex shader compiled:\n%s", vertexShader);
}
bool shader_errors = !Result;
#endif
// compile fragment shader
glShaderSource(fragmentShaderID, 1, &fragmentShader, NULL);
glCompileShader(fragmentShaderID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetShaderiv(fragmentShaderID, GL_COMPILE_STATUS, &Result);
glGetShaderInfoLog(fragmentShaderID, 1024, &stringBufferUsage, stringBuffer);
if(Result && stringBufferUsage) {
ERROR_LOG(VIDEO, "GLSL fragment shader warnings:\n%s%s", stringBuffer, fragmentShader);
} else if(!Result) {
ERROR_LOG(VIDEO, "GLSL fragment shader error:\n%s%s", stringBuffer, fragmentShader);
} else {
DEBUG_LOG(VIDEO, "GLSL fragment shader compiled:\n%s", fragmentShader);
}
shader_errors |= !Result;
#endif
// link them
glAttachShader(programID, vertexShaderID);
glAttachShader(programID, fragmentShaderID);
glLinkProgram(programID);
#if defined(_DEBUG) || defined(DEBUGFAST) || defined(DEBUG_GLSL)
glGetProgramiv(programID, GL_LINK_STATUS, &Result);
glGetProgramInfoLog(programID, 1024, &stringBufferUsage, stringBuffer);
if(Result && stringBufferUsage) {
ERROR_LOG(VIDEO, "GLSL linker warnings:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
} else if(!Result && !shader_errors) {
ERROR_LOG(VIDEO, "GLSL linker error:\n%s%s%s", stringBuffer, vertexShader, fragmentShader);
}
#endif
// cleanup
glDeleteShader(vertexShaderID);
glDeleteShader(fragmentShaderID);
return programID;
}
GLuint OpenGL_ReportGLError(const char *function, const char *file, int line)
{
GLint err = glGetError();
if (err != GL_NO_ERROR)
{
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x - %s\n",
file, line, function, err, gluErrorString(err));
ERROR_LOG(VIDEO, "%s:%d: (%s) OpenGL error 0x%x\n",
file, line, function, err);
}
return err;
}
void OpenGL_ReportARBProgramError()
{
#ifndef USE_GLES
const GLubyte* pstr = glGetString(GL_PROGRAM_ERROR_STRING_ARB);
if (pstr != NULL && pstr[0] != 0)
{
@ -650,10 +151,12 @@ void OpenGL_ReportARBProgramError()
ERROR_LOG(VIDEO, "%s", (char*)pstr);
ERROR_LOG(VIDEO, "\n");
}
#endif
}
bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
{
#ifndef USE_GLES
unsigned int fbo_status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
if (fbo_status != GL_FRAMEBUFFER_COMPLETE_EXT)
{
@ -686,6 +189,7 @@ bool OpenGL_ReportFBOError(const char *function, const char *file, int line)
file, line, function, error);
return false;
}
#endif
return true;
}

View File

@ -20,26 +20,7 @@
#include "VideoConfig.h"
#include "MathUtil.h"
#include "Thread.h"
#ifdef _WIN32
#define GLEW_STATIC
#include <GL/glew.h>
#include <GL/wglew.h>
#elif defined HAVE_X11 && HAVE_X11
#include <GL/glxew.h>
#include <GL/gl.h>
#include <X11/Xlib.h>
#include <X11/keysym.h>
#elif defined __APPLE__
#include <GL/glew.h>
#import <AppKit/AppKit.h>
#endif
#if defined USE_WX && USE_WX
#include "wx/wx.h"
#include "wx/glcanvas.h"
#endif
#include "GLInterface.h"
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
#define GL_DEPTH_STENCIL_EXT 0x84F9
@ -48,53 +29,28 @@
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#endif
#ifdef USE_GLES
#define TEX2D GL_TEXTURE_2D
#define PREC "highp"
#define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D"
#else
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define PREC
#define TEXTYPE "sampler2DRect"
#define TEXFUNC "texture2DRect"
#endif
#ifndef _WIN32
#include <sys/types.h>
typedef struct {
#if defined(USE_WX) && USE_WX
wxGLCanvas *glCanvas;
wxGLContext *glCtxt;
wxPanel *panel;
#elif defined(__APPLE__)
NSWindow *cocoaWin;
NSOpenGLContext *cocoaCtx;
#elif defined(HAVE_X11) && HAVE_X11
int screen;
Window win;
Window parent;
// dpy used for glx stuff, evdpy for window events etc.
// evdpy is to be used by XEventThread only
Display *dpy, *evdpy;
XVisualInfo *vi;
GLXContext ctx;
XSetWindowAttributes attr;
std::thread xEventThread;
int x, y;
unsigned int width, height;
#endif
} GLWindow;
void InitInterface();
extern GLWindow GLWin;
#endif
// Public OpenGL util
// Initialization / upkeep
bool OpenGL_Create(void *&);
void OpenGL_Shutdown();
void OpenGL_Update();
bool OpenGL_MakeCurrent();
void OpenGL_SwapBuffers();
// Get status
u32 OpenGL_GetBackbufferWidth();
u32 OpenGL_GetBackbufferHeight();
// Set things
void OpenGL_SetWindowText(const char *text);
// Helpers
GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
// Error reporting - use the convenient macros.
void OpenGL_ReportARBProgramError();
@ -126,4 +82,7 @@ extern CGprofile g_cgvProf, g_cgfProf;
// use GLSL shaders across the whole pipeline. Yikes!
//#define USE_DUAL_SOURCE_BLEND
// TODO: should be removed if we use glsl a lot
#define DEBUG_GLSL
#endif // _GLINIT_H_

View File

@ -27,8 +27,9 @@
#define COMPILED_CODE_SIZE 4096
// TODO: this guy is never initialized
u32 s_prevcomponents; // previous state set
// TODO: Use this again for performance, but without VAO we never know exactly the last configuration
static u32 s_prevcomponents; // previous state set
/*
#ifdef _WIN32
#ifdef _M_IX86
@ -64,7 +65,6 @@ public:
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
virtual void SetupVertexPointers();
virtual void EnableComponents(u32 components);
};
namespace OGL
@ -187,6 +187,7 @@ void GLVertexFormat::SetupVertexPointers() {
#ifdef USE_JIT
((void (*)())(void*)m_compiledCode)();
#else
glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
if (vtx_decl.num_normals >= 1) {
glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
@ -219,34 +220,32 @@ void GLVertexFormat::SetupVertexPointers() {
glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.posmtx_offset));
}
#endif
}
void GLVertexFormat::EnableComponents(u32 components)
{
if (s_prevcomponents != components)
if (s_prevcomponents != m_components)
{
VertexManager::Flush();
// vertices
glEnableClientState(GL_VERTEX_ARRAY);
// matrices
if ((components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
if ((m_components & VB_HAS_POSMTXIDX) != (s_prevcomponents & VB_HAS_POSMTXIDX))
{
if (components & VB_HAS_POSMTXIDX)
if (m_components & VB_HAS_POSMTXIDX)
glEnableVertexAttribArray(SHADER_POSMTX_ATTRIB);
else
glDisableVertexAttribArray(SHADER_POSMTX_ATTRIB);
}
// normals
if ((components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
if ((m_components & VB_HAS_NRM0) != (s_prevcomponents & VB_HAS_NRM0))
{
if (components & VB_HAS_NRM0)
if (m_components & VB_HAS_NRM0)
glEnableClientState(GL_NORMAL_ARRAY);
else
glDisableClientState(GL_NORMAL_ARRAY);
}
if ((components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
if ((m_components & VB_HAS_NRM1) != (s_prevcomponents & VB_HAS_NRM1))
{
if (components & VB_HAS_NRM1) {
if (m_components & VB_HAS_NRM1) {
glEnableVertexAttribArray(SHADER_NORM1_ATTRIB);
glEnableVertexAttribArray(SHADER_NORM2_ATTRIB);
}
@ -259,9 +258,9 @@ void GLVertexFormat::EnableComponents(u32 components)
// color
for (int i = 0; i < 2; ++i)
{
if ((components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
if ((m_components & (VB_HAS_COL0 << i)) != (s_prevcomponents & (VB_HAS_COL0 << i)))
{
if (components & (VB_HAS_COL0 << i))
if (m_components & (VB_HAS_COL0 << i))
glEnableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
else
glDisableClientState(i ? GL_SECONDARY_COLOR_ARRAY : GL_COLOR_ARRAY);
@ -271,16 +270,16 @@ void GLVertexFormat::EnableComponents(u32 components)
// tex
for (int i = 0; i < 8; ++i)
{
if ((components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
if ((m_components & (VB_HAS_UV0 << i)) != (s_prevcomponents & (VB_HAS_UV0 << i)))
{
glClientActiveTexture(GL_TEXTURE0 + i);
if (components & (VB_HAS_UV0 << i))
if (m_components & (VB_HAS_UV0 << i))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
else
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
s_prevcomponents = components;
s_prevcomponents = m_components;
}
}

View File

@ -17,12 +17,16 @@
#include "GLUtil.h"
#include <string.h>
#include "RasterFont.h"
// globals
const GLubyte rasters[][13] = {
static const u32 char_width = 8;
static const u32 char_height = 13;
static const u32 char_offset = 32;
static const u32 char_count = 95;
const u8 rasters[char_count][char_height] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00},
{0x00, 0x00, 0x18, 0x18, 0x00, 0x00, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18, 0x18},
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x36, 0x36, 0x36, 0x36},
@ -120,104 +124,160 @@ const GLubyte rasters[][13] = {
{0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x06, 0x8f, 0xf1, 0x60, 0x00, 0x00, 0x00}
};
static const char *s_vertex_shader =
"attribute vec2 vertexPosition;\n"
"attribute vec2 texturePosition;\n"
"varying vec2 tpos;\n"
"void main(void) {\n"
" gl_Position = vec4(vertexPosition,0,1);\n"
" tpos = texturePosition;\n"
"}\n";
static const char *s_fragment_shader =
"#extension GL_ARB_texture_rectangle : enable\n"
"uniform sampler2DRect textureSampler;\n"
"uniform vec4 color;\n"
"varying vec2 tpos;\n"
"void main(void) {\n"
" gl_FragColor = texture2DRect(textureSampler,tpos) * color;\n"
"}\n";
RasterFont::RasterFont()
{
// set GL modes
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// create the raster font
fontOffset = glGenLists(128);
for (int i = 32; i < 127; i++) {
glNewList(i + fontOffset, GL_COMPILE);
glBitmap(8, 13, 0.0f, 2.0f, 10.0f, 0.0f, rasters[i - 32]);
glEndList();
// generate the texture
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
u32* texture_data = new u32[char_width*char_count*char_height];
for(u32 y=0; y<char_height; y++) {
for(u32 c=0; c<char_count; c++) {
for(u32 x=0; x<char_width; x++) {
bool pixel = rasters[c][y] & (1<<(char_width-x-1));
texture_data[char_width*char_count*y+char_width*c+x] = pixel ? -1 : 0;
}
}
}
temp_buffer = new char[TEMP_BUFFER_SIZE];
glTexImage2D(GL_TEXTURE_RECTANGLE, 0, GL_RGBA, char_width*char_count, char_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_data);
delete [] texture_data;
// generate shader
shader_program = OpenGL_CompileProgram(s_vertex_shader, s_fragment_shader);
// bound uniforms
glUseProgram(shader_program);
glUniform1i(glGetUniformLocation(shader_program,"textureSampler"), 0); // GL_TEXTURE0
uniform_color_id = glGetUniformLocation(shader_program,"color");
glUniform4f(uniform_color_id, 1, 1, 1, 1);
cached_color = -1;
glUseProgram(0);
// generate VBO & VAO
glGenBuffers(1, &VBO);
glGenVertexArrays(1, &VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBindVertexArray(VAO);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "vertexPosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "vertexPosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, NULL);
glEnableVertexAttribArray(glGetAttribLocation(shader_program, "texturePosition"));
glVertexAttribPointer(glGetAttribLocation(shader_program, "texturePosition"), 2, GL_FLOAT, 0, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
}
RasterFont::~RasterFont()
{
glDeleteLists(fontOffset, 128);
delete [] temp_buffer;
glDeleteTextures(1, &texture);
glDeleteBuffers(1, &VBO);
glDeleteVertexArrays(1, &VAO);
glDeleteProgram(shader_program);
}
void RasterFont::printString(const char *s, double x, double y, double z)
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight, u32 color)
{
int length = (int)strlen(s);
int length = (int)strlen(text);
if (!length)
return;
if (length >= TEMP_BUFFER_SIZE)
length = TEMP_BUFFER_SIZE - 1;
// Sanitize string to avoid GL errors.
char *s2 = temp_buffer;
memcpy(s2, s, length);
s2[length] = 0;
for (int i = 0; i < length; i++) {
if (s2[i] < 32 || s2[i] > 126)
s2[i] = '!';
}
// go to the right spot
glRasterPos3d(x, y, z);
GL_REPORT_ERRORD();
glPushAttrib (GL_LIST_BIT);
glListBase(fontOffset);
glCallLists((GLsizei)strlen(s2), GL_UNSIGNED_BYTE, (GLubyte *) s2);
GL_REPORT_ERRORD();
glPopAttrib();
GL_REPORT_ERRORD();
}
void RasterFont::printCenteredString(const char *s, double y, int screen_width, double z)
{
int length = (int)strlen(s);
int x = (int)(screen_width/2.0 - (length/2.0)*char_width);
printString(s, x, y, z);
}
void RasterFont::printMultilineText(const char *text, double start_x, double start_y, double z, int bbWidth, int bbHeight)
{
double x = start_x;
double y = start_y;
char temp[1024];
char *t = temp;
while (*text)
{
if (*text == '\n')
{
*t = 0;
printString(temp, x, y, z);
y -= char_height * 2.0f / bbHeight;
return; // nothing to do
glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO);
glBufferData(GL_ARRAY_BUFFER, length*4*6*sizeof(GLfloat), NULL, GL_STREAM_DRAW);
GLfloat *vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
int usage = 0;
GLfloat delta_x = 2*char_width/GLfloat(bbWidth);
GLfloat delta_y = 2*char_height/GLfloat(bbHeight);
GLfloat border_x = 1*2/GLfloat(bbWidth);
GLfloat border_y = 2*2/GLfloat(bbHeight);
GLfloat x = start_x;
GLfloat y = start_y;
for(int i=0; i<length; i++) {
u8 c = text[i];
if(c == '\n') {
x = start_x;
t = temp;
y -= delta_y + border_y;
continue;
}
else if (*text == '\r')
{
t = temp;
// do not print spaces, they can be skipped easyly
if(c == ' ') {
x += delta_x + border_x;
continue;
}
else if (*text == '\t')
{
//todo: add tabs every something like 4*char_width
*t = 0;
int cpos = (int)strlen(temp);
int newpos = (cpos + 4) & (~3);
printString(temp, x, y, z);
x = start_x + (char_width*newpos) * 2.0f / bbWidth;
t = temp;
*t++ = ' ';
}
else
*t++ = *text;
text++;
if(c < char_offset || c >= char_count+char_offset) continue;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;
vertices[usage++] = x;
vertices[usage++] = y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = 0;
vertices[usage++] = x+delta_x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset+1)*char_width;
vertices[usage++] = char_height;
vertices[usage++] = x;
vertices[usage++] = y+delta_y;
vertices[usage++] = (c-char_offset)*char_width;
vertices[usage++] = char_height;
x += delta_x + border_x;
}
glUnmapBuffer(GL_ARRAY_BUFFER);
// ????
if (t != text)
{
*t = 0;
printString(temp, x, y, z);
glUseProgram(shader_program);
if(color != cached_color) {
glUniform4f(uniform_color_id, ((color>>16)&0xff)/255.f,((color>>8)&0xff)/255.f,((color>>0)&0xff)/255.f,((color>>24)&0xff)/255.f);
cached_color = color;
}
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_RECTANGLE, texture);
glDrawArrays(GL_TRIANGLES, 0, usage/4);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glUseProgram(0);
}

View File

@ -23,20 +23,16 @@ public:
RasterFont();
~RasterFont(void);
static int debug;
// some useful constants
enum {char_width = 10};
enum {char_height = 15};
// and the happy helper functions
void printString(const char *s, double x, double y, double z=0.0);
void printCenteredString(const char *s, double y, int screen_width, double z=0.0);
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight);
void printMultilineText(const char *text, double x, double y, double z, int bbWidth, int bbHeight, u32 color);
private:
int fontOffset;
char *temp_buffer;
enum {TEMP_BUFFER_SIZE = 64 * 1024};
u32 VBO;
u32 VAO;
u32 texture;
u32 shader_program;
u32 uniform_color_id;
u32 cached_color;
};
#endif // _RASTERFONT_H_

View File

@ -107,10 +107,14 @@ namespace OGL
// Declarations and definitions
// ----------------------------
int s_fps=0;
static int s_fps = 0;
static GLuint s_ShowEFBCopyRegions_VBO = 0;
static GLuint s_ShowEFBCopyRegions_VAO = 0;
static GLuint s_Swap_VBO = 0;
static GLuint s_Swap_VAO[2];
static TargetRectangle s_cached_targetRc;
RasterFont* s_pfont = NULL;
static RasterFont* s_pfont = NULL;
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
static int s_MSAASamples = 1;
@ -126,9 +130,9 @@ static std::thread scrshotThread;
#endif
// EFB cache related
const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks.
static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up
static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE;
static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT];
static std::vector<u32> s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR
@ -251,7 +255,16 @@ Renderer::Renderer()
OSDInternalH = 0;
s_fps=0;
s_ShowEFBCopyRegions_VBO = 0;
s_Swap_VBO = 0;
s_blendMode = 0;
// should be invalid, so there will be an upload on the first call
s_cached_targetRc.bottom = -1;
s_cached_targetRc.top = -1;
s_cached_targetRc.left = -1;
s_cached_targetRc.right = -1;
InitFPSCounter();
@ -312,6 +325,13 @@ Renderer::Renderer()
bSuccess = false;
}
if (!GLEW_ARB_vertex_array_object)
{
ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n"
"GPU: Does your video card support OpenGL 3.0?");
bSuccess = false;
}
s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL;
s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL;
@ -323,8 +343,8 @@ Renderer::Renderer()
return; // TODO: fail
// Decide frambuffer size
s_backbuffer_width = (int)OpenGL_GetBackbufferWidth();
s_backbuffer_height = (int)OpenGL_GetBackbufferHeight();
s_backbuffer_width = (int)GLInterface->GetBackBufferWidth();
s_backbuffer_height = (int)GLInterface->GetBackBufferHeight();
// Handle VSync on/off
#ifdef __APPLE__
@ -451,17 +471,46 @@ Renderer::Renderer()
cgGLSetDebugMode(GL_FALSE);
#endif
#endif
// creating buffers
glGenBuffers(1, &s_ShowEFBCopyRegions_VBO);
glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer (3, GL_FLOAT, sizeof(GLfloat)*5, (GLfloat*)NULL+2);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*5, NULL);
glGenBuffers(1, &s_Swap_VBO);
glGenVertexArrays(2, s_Swap_VAO);
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBindVertexArray(s_Swap_VAO[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
glBindVertexArray(s_Swap_VAO[1]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 7*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+3);
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 7*sizeof(GLfloat), (GLfloat*)NULL+5);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
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, 1.0f);
glClearDepth(1.0f);
@ -478,11 +527,6 @@ Renderer::Renderer()
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);
@ -498,6 +542,13 @@ Renderer::~Renderer()
{
g_Config.bRunning = false;
UpdateActiveConfig();
glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO);
glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO);
glDeleteBuffers(1, &s_Swap_VBO);
glDeleteVertexArrays(2, s_Swap_VAO);
s_ShowEFBCopyRegions_VBO = 0;
delete s_pfont;
s_pfont = 0;
@ -521,7 +572,7 @@ Renderer::~Renderer()
void Renderer::DrawDebugInfo()
{
// Reset viewport for drawing text
glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight());
glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight());
// Draw various messages on the screen, like FPS, statistics, etc.
char debugtext_buffer[8192];
char *p = debugtext_buffer;
@ -545,9 +596,15 @@ void Renderer::DrawDebugInfo()
// Set Line Size
glLineWidth(3.0f);
glBegin(GL_LINES);
// 2*Coords + 3*Color
glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO);
glBufferData(GL_ARRAY_BUFFER, stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6, NULL, GL_STREAM_DRAW);
GLfloat *Vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY);
// Draw EFB copy regions rectangles
int a = 0;
GLfloat color[3] = {0.0f, 1.0f, 1.0f};
for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin();
it != stats.efb_regions.end(); ++it)
{
@ -558,22 +615,97 @@ void Renderer::DrawDebugInfo()
GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth);
GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight);
// Draw shadow of rect
glColor3f(0.0f, 0.0f, 0.0f);
glVertex2f(x, y - 0.01); glVertex2f(x2, y - 0.01);
glVertex2f(x, y2 - 0.01); glVertex2f(x2, y2 - 0.01);
glVertex2f(x + 0.005, y); glVertex2f(x + 0.005, y2);
glVertex2f(x2 + 0.005, y); glVertex2f(x2 + 0.005, y2);
// Draw rect
glColor3f(0.0f, 1.0f, 1.0f);
glVertex2f(x, y); glVertex2f(x2, y);
glVertex2f(x, y2); glVertex2f(x2, y2);
glVertex2f(x, y); glVertex2f(x, y2);
glVertex2f(x2, y); glVertex2f(x2, y2);
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x2;
Vertices[a++] = y;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
Vertices[a++] = x;
Vertices[a++] = y2;
Vertices[a++] = color[0];
Vertices[a++] = color[1];
Vertices[a++] = color[2];
// TO DO: build something nicer here
GLfloat temp = color[0];
color[0] = color[1];
color[1] = color[2];
color[2] = temp;
}
glEnd();
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindVertexArray( s_ShowEFBCopyRegions_VAO );
glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
// Restore Line Size
glLineWidth(lSize);
@ -598,18 +730,20 @@ void Renderer::DrawDebugInfo()
void Renderer::RenderText(const char *text, int left, int top, u32 color)
{
const int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
s_pfont->printMultilineText(text,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
0, nBackbufferWidth, nBackbufferHeight, color);
GL_REPORT_ERRORD();
glDisable(GL_BLEND);
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
@ -1130,43 +1264,44 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
// Render to the real buffer now.
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture);
if (applyShader)
{
glBegin(GL_QUADS);
glTexCoord2f(targetRc.left, targetRc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0);
glVertex2f(-1, -1);
glTexCoord2f(targetRc.left, targetRc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1);
glVertex2f(-1, 1);
if(!( s_cached_targetRc == targetRc)) {
GLfloat vertices[] = {
-1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.bottom,
0.0f, 0.0f,
-1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.left, (GLfloat)targetRc.top,
0.0f, 1.0f,
1.0f, 1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.top,
1.0f, 1.0f,
1.0f, -1.0f, 1.0f,
(GLfloat)targetRc.right, (GLfloat)targetRc.bottom,
1.0f, 0.0f
};
glBindBuffer(GL_ARRAY_BUFFER, s_Swap_VBO);
glBufferData(GL_ARRAY_BUFFER, 4*7*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_targetRc = targetRc;
}
glBindVertexArray(s_Swap_VAO[applyShader]);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glTexCoord2f(targetRc.right, targetRc.top);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1);
glVertex2f( 1, 1);
glTexCoord2f(targetRc.right, targetRc.bottom);
glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0);
glVertex2f( 1, -1);
glEnd();
// TODO: this after merging with graphic_update
glBindVertexArray(0);
if(applyShader)
PixelShaderCache::DisableShader();
}
else
{
glBegin(GL_QUADS);
glTexCoord2f(targetRc.left, targetRc.bottom);
glVertex2f(-1, -1);
glTexCoord2f(targetRc.left, targetRc.top);
glVertex2f(-1, 1);
glTexCoord2f(targetRc.right, targetRc.top);
glVertex2f( 1, 1);
glTexCoord2f(targetRc.right, targetRc.bottom);
glVertex2f( 1, -1);
glEnd();
}
}
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
@ -1294,7 +1429,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
SetWindowSize(fbWidth, fbHeight);
OpenGL_Update(); // just updates the render window position and the backbuffer size
GLInterface->Update(); // just updates the render window position and the backbuffer size
bool xfbchanged = false;
@ -1308,8 +1443,8 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
}
bool WindowResized = false;
int W = (int)OpenGL_GetBackbufferWidth();
int H = (int)OpenGL_GetBackbufferHeight();
int W = (int)GLInterface->GetBackBufferWidth();
int H = (int)GLInterface->GetBackBufferHeight();
if (W != s_backbuffer_width || H != s_backbuffer_height || s_LastEFBScale != g_ActiveConfig.iEFBScale)
{
WindowResized = true;
@ -1354,7 +1489,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,cons
GL_REPORT_ERRORD();
// Copy the rendered frame to the real window
OpenGL_SwapBuffers();
GLInterface->Swap();
GL_REPORT_ERRORD();

View File

@ -56,6 +56,13 @@
namespace OGL
{
struct VBOCache {
GLuint vbo;
GLuint vao;
TargetRectangle targetSource;
};
static std::map<u64,VBOCache> s_VBO;
static u32 s_TempFramebuffer = 0;
static const GLint c_MinLinearFilter[8] = {
@ -106,6 +113,8 @@ TextureCache::TCacheEntry::~TCacheEntry()
TextureCache::TCacheEntry::TCacheEntry()
{
glGenTextures(1, &texture);
currmode.hex = 0;
currmode1.hex = 0;
GL_REPORT_ERRORD();
}
@ -118,7 +127,9 @@ void TextureCache::TCacheEntry::Bind(unsigned int stage)
// TODO: is this already done somewhere else?
TexMode0 &tm0 = bpmem.tex[stage >> 2].texMode0[stage & 3];
TexMode1 &tm1 = bpmem.tex[stage >> 2].texMode1[stage & 3];
SetTextureParameters(tm0, tm1);
if(currmode.hex != tm0.hex || currmode1.hex != tm1.hex)
SetTextureParameters(tm0, tm1);
}
bool TextureCache::TCacheEntry::Save(const char filename[], unsigned int level)
@ -304,13 +315,59 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
GL_REPORT_ERRORD();
TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(srcRect);
GL_REPORT_ERRORD();
// should be unique enough, if not, vbo will "only" be uploaded to much
u64 targetSourceHash = u64(targetSource.left)<<48 | u64(targetSource.top)<<32 | u64(targetSource.right)<<16 | u64(targetSource.bottom);
std::map<u64, VBOCache>::iterator vbo_it = s_VBO.find(targetSourceHash);
if(vbo_it == s_VBO.end()) {
VBOCache item;
item.targetSource.bottom = -1;
item.targetSource.top = -1;
item.targetSource.left = -1;
item.targetSource.right = -1;
glGenBuffers(1, &item.vbo);
glGenVertexArrays(1, &item.vao);
glBindBuffer(GL_ARRAY_BUFFER, item.vbo);
glBindVertexArray(item.vao);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, 0);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL + 2);
vbo_it = s_VBO.insert(std::pair<u64,VBOCache>(targetSourceHash, item)).first;
}
if(!(vbo_it->second.targetSource == targetSource)) {
GLfloat vertices[] = {
-1.f, 1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.bottom,
-1.f, -1.f,
(GLfloat)targetSource.left, (GLfloat)targetSource.top,
1.f, -1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.top,
1.f, 1.f,
(GLfloat)targetSource.right, (GLfloat)targetSource.bottom
};
glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
vbo_it->second.targetSource = targetSource;
}
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
glBindVertexArray(vbo_it->second.vao);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
@ -357,6 +414,9 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1)
{
currmode = newmode;
currmode1 = newmode1;
// TODO: not used anywhere
TexMode0 mode = newmode;
//mode1 = newmode1;
@ -388,13 +448,24 @@ void TextureCache::TCacheEntry::SetTextureParameters(const TexMode0 &newmode, co
(float)(1 << g_ActiveConfig.iMaxAnisotropy));
}
TextureCache::TextureCache()
{
}
TextureCache::~TextureCache()
{
if (s_TempFramebuffer)
for(std::map<u64, VBOCache>::iterator it = s_VBO.begin(); it != s_VBO.end(); it++) {
glDeleteBuffers(1, &it->second.vbo);
glDeleteVertexArrays(1, &it->second.vao);
}
s_VBO.clear();
if (s_TempFramebuffer)
{
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
glDeleteFramebuffersEXT(1, (GLuint*)&s_TempFramebuffer);
s_TempFramebuffer = 0;
}
}
void TextureCache::DisableStage(unsigned int stage)

View File

@ -32,6 +32,7 @@ namespace OGL
class TextureCache : public ::TextureCache
{
public:
TextureCache();
static void DisableStage(unsigned int stage);
private:
@ -66,6 +67,8 @@ private:
private:
void SetTextureParameters(const TexMode0 &newmode, const TexMode1 &newmode1);
TexMode0 currmode;
TexMode1 currmode1;
};
~TextureCache();

View File

@ -57,6 +57,14 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
const u32 NUM_ENCODING_PROGRAMS = 64;
static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
static GLuint s_encode_VBO = 0;
static GLuint s_encode_VAO = 0;
static GLuint s_decode_VBO = 0;
static GLuint s_decode_VAO = 0;
static TargetRectangle s_cached_sourceRc;
static int s_cached_srcWidth = 0;
static int s_cached_srcHeight = 0;
void CreateRgbToYuyvProgram()
{
// Output is BGRA because that is slightly faster than RGBA.
@ -140,9 +148,40 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
void Init()
{
glGenFramebuffersEXT(1, &s_texConvFrameBuffer);
glGenBuffers(1, &s_encode_VBO );
glGenVertexArrays(1, &s_encode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBindVertexArray( s_encode_VAO );
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 4*sizeof(GLfloat), NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 4*sizeof(GLfloat), (GLfloat*)NULL + 2);
s_cached_sourceRc.top = -1;
s_cached_sourceRc.bottom = -1;
s_cached_sourceRc.left = -1;
s_cached_sourceRc.right = -1;
glGenBuffers(1, &s_decode_VBO );
glGenVertexArrays(1, &s_decode_VAO );
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBindVertexArray( s_decode_VAO );
s_cached_srcWidth = -1;
s_cached_srcHeight = -1;
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(GLfloat)*4, NULL);
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2, GL_FLOAT, sizeof(GLfloat)*4, (GLfloat*)NULL+2);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, renderBufferWidth, renderBufferHeight);
s_srcTextureWidth = 0;
@ -162,6 +201,10 @@ void Shutdown()
glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
glDeleteBuffers(1, &s_encode_VBO );
glDeleteVertexArrays(1, &s_encode_VAO );
glDeleteBuffers(1, &s_decode_VBO );
glDeleteVertexArrays(1, &s_decode_VAO );
s_rgbToYuyvProgram.Destroy();
s_yuyvToRgbProgram.Destroy();
@ -213,13 +256,33 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
PixelShaderCache::SetCurrentShader(shader.glprogid);
// Draw...
glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); glVertex2f(-1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
glEnd();
GL_REPORT_ERRORD();
if(!(s_cached_sourceRc == sourceRc)) {
GLfloat vertices[] = {
-1.f, -1.f,
(float)sourceRc.left, (float)sourceRc.top,
-1.f, 1.f,
(float)sourceRc.left, (float)sourceRc.bottom,
1.f, 1.f,
(float)sourceRc.right, (float)sourceRc.bottom,
1.f, -1.f,
(float)sourceRc.right, (float)sourceRc.top
};
glBindBuffer(GL_ARRAY_BUFFER, s_encode_VBO );
glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_sourceRc = sourceRc;
}
glBindVertexArray( s_encode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
// .. and then read back the results.
@ -375,18 +438,41 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD();
glBegin(GL_QUADS);
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd();
if(s_cached_srcHeight != srcHeight || s_cached_srcWidth != srcWidth) {
GLfloat vertices[] = {
1.f, -1.f,
(float)srcFmtWidth, (float)srcHeight,
1.f, 1.f,
(float)srcFmtWidth, 0.f,
-1.f, 1.f,
0.f, 0.f,
-1.f, -1.f,
0.f, (float)srcHeight
};
glBindBuffer(GL_ARRAY_BUFFER, s_decode_VBO );
glBufferData(GL_ARRAY_BUFFER, sizeof(GLfloat)*4*4, vertices, GL_STREAM_DRAW);
// TODO: this after merging with graphic_update
glBindBuffer(GL_ARRAY_BUFFER, 0);
s_cached_srcHeight = srcHeight;
s_cached_srcWidth = srcWidth;
}
glBindVertexArray( s_decode_VAO );
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
// TODO: this after merging with graphic_update
glBindVertexArray(0);
GL_REPORT_ERRORD();
// reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
TextureCache::DisableStage(0);
TextureCache::DisableStage(0);
VertexShaderManager::SetViewportChanged();

View File

@ -64,9 +64,6 @@ VertexManager::VertexManager()
// max_Index_size = MAXIBUFFERSIZE;
//
//GL_REPORT_ERRORD();
glEnableClientState(GL_VERTEX_ARRAY);
GL_REPORT_ERRORD();
}
void VertexManager::CreateDeviceObjects()

View File

@ -165,7 +165,8 @@ bool VideoBackend::Initialize(void *&window_handle)
g_Config.VerifyValidity();
UpdateActiveConfig();
if (!OpenGL_Create(window_handle))
InitInterface();
if (!GLInterface->Create(window_handle))
return false;
s_BackendInitialized = true;
@ -177,7 +178,7 @@ bool VideoBackend::Initialize(void *&window_handle)
// Run from the graphics thread
void VideoBackend::Video_Prepare()
{
OpenGL_MakeCurrent();
GLInterface->MakeCurrent();
g_renderer = new Renderer;
@ -236,7 +237,7 @@ void VideoBackend::Shutdown()
g_renderer = NULL;
g_texture_cache = NULL;
}
OpenGL_Shutdown();
GLInterface->Shutdown();
}
}

View File

@ -26,13 +26,25 @@ if(wxWidgets_FOUND)
endif(wxWidgets_FOUND)
set(LIBS videocommon
GLEW
SOIL
common
${OPENGL_LIBRARIES}
${X11_LIBRARIES}
${wxWidgets_LIBRARIES})
if(USE_EGL)
set(LIBS ${LIBS}
EGL)
endif()
if(USE_GLES)
set(SRCS ${SRCS}
../Plugin_VideoOGL/Src/GLUtil.cpp)
set(LIBS ${LIBS}
GLESv2)
else()
set(LIBS ${LIBS}
GLEW
${OPENGL_LIBRARIES})
endif()
if(NOT (${CMAKE_SYSTEM_NAME} MATCHES "Darwin"))
set(LIBS ${LIBS} clrun)
endif()

View File

@ -25,7 +25,6 @@
#include "DebugUtil.h"
#include "HwRasterizer.h"
#include "SWCommandProcessor.h"
#include "../../Plugin_VideoOGL/Src/GLUtil.h"
#include "HW/Memmap.h"
#include "Core.h"
@ -33,7 +32,7 @@ namespace EfbCopy
{
void CopyToXfb()
{
OpenGL_Update(); // just updates the render window position and the backbuffer size
GLInterface->Update(); // just updates the render window position and the backbuffer size
if (!g_SWVideoConfig.bHwRasterizer)
{

View File

@ -29,163 +29,354 @@
namespace HwRasterizer
{
float efbHalfWidth;
float efbHalfHeight;
bool hasTexture;
float efbHalfWidth;
float efbHalfHeight;
bool hasTexture;
u8 *temp;
u8 *temp;
void Init()
{
efbHalfWidth = EFB_WIDTH / 2.0f;
efbHalfHeight = 480 / 2.0f;
// Programs
static GLuint colProg, texProg, clearProg;
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
}
// Color
static GLint col_apos = -1, col_atex = -1;
// Tex
static GLint tex_apos = -1, tex_atex = -1, tex_utex = -1;
// Clear shader
static GLint clear_apos = -1, clear_ucol = -1;
void LoadTexture()
{
FourTexUnits &texUnit = bpmem.tex[0];
u32 imageAddr = texUnit.texImage3[0].image_base;
void CreateShaders()
{
// Color Vertices
static const char *fragcolText =
"varying " PREC " vec4 TexCoordOut;\n"
"void main() {\n"
" gl_FragColor = TexCoordOut;\n"
"}\n";
// Texture Vertices
static const char *fragtexText =
"varying " PREC " vec4 TexCoordOut;\n"
"uniform " TEXTYPE " Texture;\n"
"void main() {\n"
" gl_FragColor = " TEXFUNC "(Texture, TexCoordOut.xy);\n"
"}\n";
// Clear shader
static const char *fragclearText =
"uniform vec4 Color;\n"
"void main() {\n"
" gl_FragColor = Color;\n"
"}\n";
// Generic passthrough vertice shaders
static const char *vertShaderText =
"attribute vec4 pos;\n"
"attribute vec4 TexCoordIn;\n "
"varying vec4 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
"}\n";
static const char *vertclearText =
"attribute vec4 pos;\n"
"void main() {\n"
" gl_Position = pos;\n"
"}\n";
TexCacheEntry &cacheEntry = textures[imageAddr];
cacheEntry.Update();
// Color Program
colProg = OpenGL_CompileProgram(vertShaderText, fragcolText);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, cacheEntry.texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
}
// Texture Program
texProg = OpenGL_CompileProgram(vertShaderText, fragtexText);
void BeginTriangles()
{
// disabling depth test sometimes allows more things to be visible
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
// Clear Program
clearProg = OpenGL_CompileProgram(vertclearText, fragclearText);
hasTexture = bpmem.tevorders[0].enable0;
// Color attributes
col_apos = glGetAttribLocation(colProg, "pos");
col_atex = glGetAttribLocation(colProg, "TexCoordIn");
// Texture attributes
tex_apos = glGetAttribLocation(texProg, "pos");
tex_atex = glGetAttribLocation(texProg, "TexCoordIn");
tex_utex = glGetUniformLocation(texProg, "Texture");
// Clear attributes
clear_apos = glGetAttribLocation(clearProg, "pos");
clear_ucol = glGetUniformLocation(clearProg, "Color");
}
if (hasTexture)
LoadTexture();
}
void Init()
{
efbHalfWidth = EFB_WIDTH / 2.0f;
efbHalfHeight = 480 / 2.0f;
void EndTriangles()
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
temp = (u8*)AllocateMemoryPages(TEMP_SIZE);
}
void Shutdown()
{
glDeleteProgram(colProg);
glDeleteProgram(texProg);
glDeleteProgram(clearProg);
}
void Prepare()
{
//legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
#ifndef USE_GLES
glShadeModel(GL_SMOOTH);
glDisable(GL_BLEND);
glClearDepth(1.0f);
glEnable(GL_SCISSOR_TEST);
glDisable(GL_LIGHTING);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glStencilFunc(GL_ALWAYS, 0, 0);
glDisable(GL_STENCIL_TEST);
#endif
// used by hw rasterizer if it enables blending and depth test
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
void DrawColorVertex(OutputVertexData *v)
{
glColor3ub(v->color[0][OutputVertexData::RED_C], v->color[0][OutputVertexData::GRN_C], v->color[0][OutputVertexData::BLU_C]);
glVertex3f(v->screenPosition.x / efbHalfWidth - 1.0f, 1.0f - v->screenPosition.y / efbHalfHeight, v->screenPosition.z / (float)0x00ffffff);
}
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
CreateShaders();
GL_REPORT_ERRORD();
}
static float width, height;
void LoadTexture()
{
FourTexUnits &texUnit = bpmem.tex[0];
u32 imageAddr = texUnit.texImage3[0].image_base;
// Texture Rectangle uses pixel coordinates
// While GLES uses texture coordinates
#ifdef USE_GLES
width = texUnit.texImage0[0].width;
height = texUnit.texImage0[0].height;
#else
width = 1;
height = 1;
#endif
TexCacheEntry &cacheEntry = textures[imageAddr];
cacheEntry.Update();
void DrawTextureVertex(OutputVertexData *v)
{
float s = v->texCoords[0].x;
float t = v->texCoords[0].y;
glTexCoord2f(s, t);
glBindTexture(TEX2D, cacheEntry.texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, texUnit.texMode0[0].mag_filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, (texUnit.texMode0[0].min_filter >= 4) ? GL_LINEAR : GL_NEAREST);
GL_REPORT_ERRORD();
}
float x = (v->screenPosition.x / efbHalfWidth) - 1.0f;
float y = 1.0f - (v->screenPosition.y / efbHalfHeight);
float z = v->screenPosition.z;
glVertex3f(x, y, z);
}
void BeginTriangles()
{
// disabling depth test sometimes allows more things to be visible
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
glBegin(GL_TRIANGLES);
if (hasTexture)
{
DrawTextureVertex(v0);
DrawTextureVertex(v1);
DrawTextureVertex(v2);
}
else
{
DrawColorVertex(v0);
DrawColorVertex(v1);
DrawColorVertex(v2);
}
glEnd();
}
hasTexture = bpmem.tevorders[0].enable0;
void Clear()
{
u8 r = (bpmem.clearcolorAR & 0x00ff);
u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
u8 b = (bpmem.clearcolorGB & 0x00ff);
u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
if (hasTexture)
LoadTexture();
}
GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
void EndTriangles()
{
glBindTexture(TEX2D, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
glBegin(GL_QUADS);
glColor4ub(r, g, b, a);
glVertex3f(left, top, depth);
glColor4ub(r, g, b, a);
glVertex3f(right, top, depth);
glColor4ub(r, g, b, a);
glVertex3f(right, bottom, depth);
glColor4ub(r, g, b, a);
glVertex3f(left, bottom, depth);
glEnd();
}
void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
float z0 = v0->screenPosition.z / (float)0x00ffffff;
TexCacheEntry::TexCacheEntry()
{
Create();
}
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
float z1 = v1->screenPosition.z / (float)0x00ffffff;
void TexCacheEntry::Create()
{
FourTexUnits &texUnit = bpmem.tex[0];
float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f;
float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight);
float z2 = v2->screenPosition.z / (float)0x00ffffff;
texImage0.hex = texUnit.texImage0[0].hex;
texImage1.hex = texUnit.texImage1[0].hex;
texImage2.hex = texUnit.texImage2[0].hex;
texImage3.hex = texUnit.texImage3[0].hex;
texTlut.hex = texUnit.texTlut[0].hex;
float r0 = v0->color[0][OutputVertexData::RED_C] / 255.0f;
float g0 = v0->color[0][OutputVertexData::GRN_C] / 255.0f;
float b0 = v0->color[0][OutputVertexData::BLU_C] / 255.0f;
int width = texImage0.width;
int height = texImage0.height;
float r1 = v1->color[0][OutputVertexData::RED_C] / 255.0f;
float g1 = v1->color[0][OutputVertexData::GRN_C] / 255.0f;
float b1 = v1->color[0][OutputVertexData::BLU_C] / 255.0f;
DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
float r2 = v2->color[0][OutputVertexData::RED_C] / 255.0f;
float g2 = v2->color[0][OutputVertexData::GRN_C] / 255.0f;
float b2 = v2->color[0][OutputVertexData::BLU_C] / 255.0f;
glGenTextures(1, (GLuint *)&texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
}
static const GLfloat verts[3][3] = {
{ x0, y0, z0 },
{ x1, y1, z1 },
{ x2, y2, z2 }
};
static const GLfloat col[3][4] = {
{ r0, g0, b0, 1.0f },
{ r1, g1, b1, 1.0f },
{ r2, g2, b2, 1.0f }
};
{
glUseProgram(colProg);
glEnableVertexAttribArray(col_apos);
glEnableVertexAttribArray(col_atex);
void TexCacheEntry::Destroy()
{
if (texture == 0)
return;
glVertexAttribPointer(col_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(col_atex, 4, GL_FLOAT, GL_FALSE, 0, col);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(col_atex);
glDisableVertexAttribArray(col_apos);
}
GL_REPORT_ERRORD();
}
glDeleteTextures(1, &texture);
texture = 0;
}
void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
float z0 = v0->screenPosition.z;
void TexCacheEntry::Update()
{
FourTexUnits &texUnit = bpmem.tex[0];
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
float z1 = v1->screenPosition.z;
// extra checks cause textures to be reloaded much more
if (texUnit.texImage0[0].hex != texImage0.hex ||
//texUnit.texImage1[0].hex != texImage1.hex ||
//texUnit.texImage2[0].hex != texImage2.hex ||
texUnit.texImage3[0].hex != texImage3.hex ||
texUnit.texTlut[0].hex != texTlut.hex)
{
Destroy();
Create();
}
}
float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f;
float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight);
float z2 = v2->screenPosition.z;
float s0 = v0->texCoords[0].x / width;
float t0 = v0->texCoords[0].y / height;
float s1 = v1->texCoords[0].x / width;
float t1 = v1->texCoords[0].y / height;
float s2 = v2->texCoords[0].x / width;
float t2 = v2->texCoords[0].y / height;
static const GLfloat verts[3][3] = {
{ x0, y0, z0 },
{ x1, y1, z1 },
{ x2, y2, z2 }
};
static const GLfloat tex[3][2] = {
{ s0, t0 },
{ s1, t1 },
{ s2, t2 }
};
{
glUseProgram(texProg);
glEnableVertexAttribArray(tex_apos);
glEnableVertexAttribArray(tex_atex);
glVertexAttribPointer(tex_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(tex_atex, 2, GL_FLOAT, GL_FALSE, 0, tex);
glUniform1i(tex_utex, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
glDisableVertexAttribArray(tex_atex);
glDisableVertexAttribArray(tex_apos);
}
GL_REPORT_ERRORD();
}
void DrawTriangleFrontFace(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
if (hasTexture)
DrawTextureVertex(v0, v1, v2);
else
DrawColorVertex(v0, v1, v2);
}
void Clear()
{
u8 r = (bpmem.clearcolorAR & 0x00ff);
u8 g = (bpmem.clearcolorGB & 0xff00) >> 8;
u8 b = (bpmem.clearcolorGB & 0x00ff);
u8 a = (bpmem.clearcolorAR & 0xff00) >> 8;
GLfloat left = (GLfloat)bpmem.copyTexSrcXY.x / efbHalfWidth - 1.0f;
GLfloat top = 1.0f - (GLfloat)bpmem.copyTexSrcXY.y / efbHalfHeight;
GLfloat right = (GLfloat)(left + bpmem.copyTexSrcWH.x + 1) / efbHalfWidth - 1.0f;
GLfloat bottom = 1.0f - (GLfloat)(top + bpmem.copyTexSrcWH.y + 1) / efbHalfHeight;
GLfloat depth = (GLfloat)bpmem.clearZValue / (GLfloat)0x00ffffff;
static const GLfloat verts[4][3] = {
{ left, top, depth },
{ right, top, depth },
{ right, bottom, depth },
{ left, bottom, depth }
};
{
glUseProgram(clearProg);
glVertexAttribPointer(clear_apos, 3, GL_FLOAT, GL_FALSE, 0, verts);
glUniform4f(clear_ucol, r, g, b, a);
glEnableVertexAttribArray(col_apos);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(col_apos);
}
GL_REPORT_ERRORD();
}
TexCacheEntry::TexCacheEntry()
{
Create();
}
void TexCacheEntry::Create()
{
FourTexUnits &texUnit = bpmem.tex[0];
texImage0.hex = texUnit.texImage0[0].hex;
texImage1.hex = texUnit.texImage1[0].hex;
texImage2.hex = texUnit.texImage2[0].hex;
texImage3.hex = texUnit.texImage3[0].hex;
texTlut.hex = texUnit.texTlut[0].hex;
int width = texImage0.width;
int height = texImage0.height;
DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
glGenTextures(1, (GLuint *)&texture);
glBindTexture(TEX2D, texture);
#ifdef USE_GLES
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, temp);
#else
glTexImage2D(TEX2D, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_BGRA, GL_UNSIGNED_BYTE, temp);
#endif
GL_REPORT_ERRORD();
}
void TexCacheEntry::Destroy()
{
if (texture == 0)
return;
glDeleteTextures(1, &texture);
texture = 0;
}
void TexCacheEntry::Update()
{
FourTexUnits &texUnit = bpmem.tex[0];
// extra checks cause textures to be reloaded much more
if (texUnit.texImage0[0].hex != texImage0.hex ||
//texUnit.texImage1[0].hex != texImage1.hex ||
//texUnit.texImage2[0].hex != texImage2.hex ||
texUnit.texImage3[0].hex != texImage3.hex ||
texUnit.texTlut[0].hex != texTlut.hex)
{
Destroy();
Create();
}
}
}

View File

@ -28,6 +28,9 @@ struct OutputVertexData;
namespace HwRasterizer
{
void Init();
void Shutdown();
void Prepare();
void BeginTriangles();
void EndTriangles();

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