delete unused variables, rename some functions - minor stuff.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2339 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
a1685984a0
commit
26f951d9d5
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@ -774,6 +774,14 @@
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RelativePath=".\Src\PixelShaderCache.h"
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>
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</File>
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<File
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RelativePath=".\Src\Render.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\Render.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureMngr.cpp"
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>
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@ -790,6 +798,14 @@
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RelativePath=".\Src\VertexShaderCache.h"
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>
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</File>
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<File
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RelativePath=".\Src\XFB.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\XFB.h"
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>
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</File>
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</Filter>
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<Filter
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Name="GUI"
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@ -899,6 +915,38 @@
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>
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</File>
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</Filter>
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<Filter
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Name="GLUtil"
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>
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<File
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RelativePath=".\Src\GLUtil.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\GLUtil.h"
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>
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</File>
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<File
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RelativePath=".\Src\GLWindow.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConversionShader.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConversionShader.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.h"
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>
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</File>
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</Filter>
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<File
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RelativePath=".\Src\Config.cpp"
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>
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@ -915,18 +963,6 @@
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RelativePath=".\Src\Globals.h"
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>
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</File>
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<File
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RelativePath=".\Src\GLUtil.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\GLUtil.h"
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>
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</File>
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<File
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RelativePath=".\Src\GLWindow.h"
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>
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</File>
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<File
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RelativePath=".\Src\main.cpp"
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>
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@ -935,14 +971,6 @@
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RelativePath=".\Src\main.h"
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>
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</File>
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<File
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RelativePath=".\Src\Render.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\Render.h"
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>
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</File>
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<File
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RelativePath=".\Src\SConscript"
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>
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@ -1003,30 +1031,6 @@
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RelativePath=".\Src\stdafx.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConversionShader.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConversionShader.h"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\TextureConverter.h"
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>
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</File>
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<File
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RelativePath=".\Src\XFB.cpp"
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>
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</File>
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<File
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RelativePath=".\Src\XFB.h"
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>
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</File>
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</Files>
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<Globals>
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</Globals>
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@ -37,6 +37,9 @@ struct Config
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char iFSResolution[16];
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char iWindowedRes[16];
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char iBackend[16];
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// stretch to fit should be split into two options, I think - one for low resolution backbuffer,
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// one for ignore aspect ratio. I guess KeepAR sort of does that. Anyway, these should be rethought.
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bool bStretchToFit;
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bool bKeepAR;
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bool bHideCursor;
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@ -37,11 +37,9 @@ struct RECT
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// Handles OpenGL and the window
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// externals
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int gleft, gright, gtop, gbottom;
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int nBackbufferWidth, nBackbufferHeight; // screen width
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int nXoff, nYoff; // screen offset
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float MValueX, MValueY;
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float AR; // aspect ratio
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#ifndef _WIN32
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GLWindow GLWin;
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@ -722,7 +720,6 @@ void OpenGL_Update()
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float FactorW = 640.0f / (float)nBackbufferWidth;
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float FactorH = 480.0f / (float)nBackbufferHeight;
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float Max = (FactorW < FactorH) ? FactorH : FactorW;
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AR = (float)nBackbufferWidth / (float)nBackbufferHeight;
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if (g_Config.bStretchToFit)
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{
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@ -738,14 +735,9 @@ void OpenGL_Update()
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nXoff = (int)((nBackbufferWidth - (640 * MValueX)) / 2);
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nYoff = (int)((nBackbufferHeight - (480 * MValueY)) / 2);
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}
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// Tell the debugger
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gleft = rcWindow.left; gright = rcWindow.right;
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gtop = rcWindow.top; gbottom = rcWindow.bottom;
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}
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// =======================================================================================
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// Close plugin
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// ----------------
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@ -551,7 +551,7 @@ void WriteCC8Encoder(char* p, const char* comp)
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WRITE(p, "}\n");
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}
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char *GenerateEncodingShader(u32 format)
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const char *GenerateEncodingShader(u32 format)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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@ -653,8 +653,6 @@ void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float
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SetPSConstant4f(C_COLORMATRIX, (float)blkW, (float)blkH, (float)samples, pixelStride);
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SetPSConstant4f(C_COLORMATRIX + 1, (float)width, (float)(height - 1), (float)offsetX, (float)offsetY);
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}
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}
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} // namespace
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@ -26,16 +26,13 @@ namespace TextureConversionShader
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{
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u16 GetBlockWidthInTexels(u32 format);
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u16 GetBlockHeightInTexels(u32 format);
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u16 GetEncodedSampleCount(u32 format);
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char *GenerateEncodingShader(u32 format);
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const char *GenerateEncodingShader(u32 format);
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void SetShaderParameters(u32 width, u32 height, u32 offsetX, u32 offsetY, float pixelStride, u32 format);
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}
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#endif
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@ -15,6 +15,9 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// Fast image conversion using OpenGL shaders.
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// This kind of stuff would be a LOT nicer with OpenCL.
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#include "TextureConverter.h"
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#include "TextureConversionShader.h"
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#include "PixelShaderCache.h"
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@ -27,7 +30,7 @@
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namespace TextureConverter
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{
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static GLuint s_frameBuffer = 0;
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static GLuint s_texConvFrameBuffer = 0;
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static GLuint s_srcTexture = 0; // for decoding from RAM
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static GLuint s_dstRenderBuffer = 0; // for encoding to RAM
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@ -41,11 +44,10 @@ static FRAGMENTSHADER s_yuyvToRgbProgram;
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const u32 NUM_ENCODING_PROGRAMS = 64;
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static FRAGMENTSHADER s_encodingPrograms[NUM_ENCODING_PROGRAMS];
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void CreateRgbToYuyvProgram()
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{
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// output is BGRA because that is slightly faster than RGBA
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char *FProgram = (char *)
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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@ -72,7 +74,7 @@ void CreateRgbToYuyvProgram()
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void CreateYuyvToRgbProgram()
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{
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char *FProgram = (char *)
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const char *FProgram =
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"uniform samplerRECT samp0 : register(s0);\n"
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"void main(\n"
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" out float4 ocol0 : COLOR0,\n"
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@ -99,7 +101,7 @@ void CreateYuyvToRgbProgram()
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FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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{
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if(format > NUM_ENCODING_PROGRAMS)
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if (format > NUM_ENCODING_PROGRAMS)
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{
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PanicAlert("Unknown texture copy format: 0x%x\n", format);
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return s_encodingPrograms[0];
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@ -107,18 +109,18 @@ FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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// todo - this does not handle the case that an application is using RGB555/4443
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// and switches EFB formats between a format that does and does not support alpha
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if(s_encodingPrograms[format].glprogid == 0)
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if (s_encodingPrograms[format].glprogid == 0)
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{
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char* shader = TextureConversionShader::GenerateEncodingShader(format);
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const char* shader = TextureConversionShader::GenerateEncodingShader(format);
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#if defined(_DEBUG) || defined(DEBUGFAST)
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if (g_Config.iLog & CONF_SAVESHADERS && shader) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/enc_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, shader);
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}
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if (g_Config.iLog & CONF_SAVESHADERS && shader) {
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static int counter = 0;
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char szTemp[MAX_PATH];
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sprintf(szTemp, "%s/enc_%04i.txt", FULL_DUMP_DIR, counter++);
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SaveData(szTemp, shader);
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}
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#endif
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if (!PixelShaderCache::CompilePixelShader(s_encodingPrograms[format], shader)) {
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@ -132,7 +134,7 @@ FRAGMENTSHADER& GetOrCreateEncodingShader(u32 format)
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void Init()
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{
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glGenFramebuffersEXT( 1, &s_frameBuffer);
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glGenFramebuffersEXT( 1, &s_texConvFrameBuffer);
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glGenRenderbuffersEXT(1, &s_dstRenderBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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@ -150,13 +152,10 @@ void Init()
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void Shutdown()
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{
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glDeleteTextures(1, &s_srcTexture);
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glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
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glDeleteFramebuffersEXT(1, &s_frameBuffer);
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glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight, bool linearFilter, FRAGMENTSHADER& shader)
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{
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@ -166,7 +165,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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// switch to texture converter frame buffer
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// attach render buffer as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
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GL_REPORT_ERRORD();
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@ -185,7 +184,6 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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//
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TextureMngr::EnableTexRECT(0);
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for (int i = 1; i < 8; ++i)
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@ -195,7 +193,7 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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glViewport(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight);
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB( GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader.glprogid);
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glBegin(GL_QUADS);
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glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
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@ -224,23 +222,22 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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{
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u32 format = copyfmt;
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if(bFromZBuffer)
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if (bFromZBuffer)
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{
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format |= _GX_TF_ZTF;
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if(copyfmt == 11)
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if (copyfmt == 11)
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format = GX_TF_Z16;
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else if(format < GX_TF_Z8 || format > GX_TF_Z24X8)
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else if (format < GX_TF_Z8 || format > GX_TF_Z24X8)
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format |= _GX_TF_CTF;
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}
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else
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{
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if(copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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if (copyfmt > GX_TF_RGBA8 || (copyfmt < GX_TF_RGB565 && !bIsIntensityFmt))
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format |= _GX_TF_CTF;
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}
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FRAGMENTSHADER& fs = GetOrCreateEncodingShader(format);
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if(fs.glprogid == 0)
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if (fs.glprogid == 0)
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return;
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u8* ptr = Memory_GetPtr(address);
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@ -249,8 +246,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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s32 width = source.right - source.left;
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s32 height = source.bottom - source.top;
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if(bScaleByHalf)
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if (bScaleByHalf)
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{
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width /= 2;
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height /= 2;
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@ -277,12 +273,12 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
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EncodeToRam(target, scaledSource, ptr, expandedWidth / samples, expandedHeight, bScaleByHalf, fs);
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if (bFromZBuffer )
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if (bFromZBuffer)
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Renderer::SetZBufferRender(); // notify for future settings
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}
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight)
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{
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EncodeToRam(srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false, s_rgbToYuyvProgram);
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}
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@ -291,7 +287,6 @@ void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
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{
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Renderer::SetRenderMode(Renderer::RM_Normal);
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Renderer::ResetGLState();
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float srcFormatFactor = 0.5f;
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@ -299,7 +294,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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// swich to texture converter frame buffer
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// attach destTexture as color destination
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Renderer::SetFramebuffer(s_frameBuffer);
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Renderer::SetFramebuffer(s_texConvFrameBuffer);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
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@ -308,7 +303,7 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_srcTexture);
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// TODO: make this less slow.
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// TODO: make this less slow. (How?)
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glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
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TextureMngr::EnableTexRECT(0);
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@ -339,4 +334,4 @@ void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTextur
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GL_REPORT_ERRORD();
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}
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}
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} // namespace
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@ -32,8 +32,8 @@ void Shutdown();
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void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
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u32 copyfmt, bool bScaleByHalf, const TRectangle& source);
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void EncodeToRam(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight);
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void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
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u8* destAddr, int dstWidth, int dstHeight);
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void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture);
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@ -87,7 +87,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
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renderSrcRc.right = sourceRc.right;
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renderSrcRc.top = nBackbufferHeight - sourceRc.top;
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renderSrcRc.bottom = nBackbufferHeight - sourceRc.bottom;
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TextureConverter::EncodeToRam(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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TextureConverter::EncodeToRamYUYV(Renderer::GetRenderTarget(), renderSrcRc, xfb_in_ram, dstWd, dstHt);
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}
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void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
|
||||
|
@ -223,7 +223,6 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
|
|||
Renderer::RestoreGLState();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// TODO - use shader for conversion
|
||||
ConvertToXFB((u32 *)xfb_in_ram, efb_buffer, dstWd, dstHt);
|
||||
}
|
||||
|
||||
|
@ -239,7 +238,6 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
|
|||
|
||||
Renderer::ResetGLState();
|
||||
|
||||
// TODO - use shader for conversion
|
||||
ConvertFromXFB((u32 *)xfb_buffer, xfb_in_ram, width, height);
|
||||
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
|
|
Loading…
Reference in New Issue