On linux use the current desktop resolution for the default fullscreen resolution, instead of the hard coded 640x480 resolution.

Also if the OpenGL backend throw a panic alert if the RGB to/from YUYV shaders fail to compile instead of an error log.  If these shaders fail to compile it should be reported.  I am not sure that a panic alert should be thrown in general when any shader fails to compile (as was discussed on IRC).

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7677 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Glenn Rice 2011-07-15 02:17:14 +00:00
parent 2eb1565aaa
commit a154df1e7c
2 changed files with 39 additions and 35 deletions

View File

@ -219,8 +219,10 @@ void XRRConfiguration::Update()
char *output_name = NULL; char *output_name = NULL;
if (SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.find(':') == if (SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.find(':') ==
std::string::npos) std::string::npos)
sscanf(SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.c_str(), {
"%ux%u", &fullWidth, &fullHeight); fullWidth = fb_width;
fullHeight = fb_height;
}
else else
sscanf(SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.c_str(), sscanf(SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.c_str(),
"%a[^:]: %ux%u", &output_name, &fullWidth, &fullHeight); "%a[^:]: %ux%u", &output_name, &fullWidth, &fullHeight);

View File

@ -65,7 +65,7 @@ void CreateRgbToYuyvProgram()
"void main(\n" "void main(\n"
" out float4 ocol0 : COLOR0,\n" " out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n" " in float2 uv0 : TEXCOORD0)\n"
"{\n" "{\n"
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n" " float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
" float3 c0 = texRECT(samp0, uv0).rgb;\n" " float3 c0 = texRECT(samp0, uv0).rgb;\n"
" float3 c1 = texRECT(samp0, uv1).rgb;\n" " float3 c1 = texRECT(samp0, uv1).rgb;\n"
@ -73,13 +73,12 @@ void CreateRgbToYuyvProgram()
" float3 u_const = float3(-0.148f,-0.291f,0.439f);\n" " float3 u_const = float3(-0.148f,-0.291f,0.439f);\n"
" float3 v_const = float3(0.439f,-0.368f,-0.071f);\n" " float3 v_const = float3(0.439f,-0.368f,-0.071f);\n"
" float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n" " float4 const3 = float4(0.0625f,0.5f,0.0625f,0.5f);\n"
" float3 c01 = (c0 + c1) * 0.5f;\n" " float3 c01 = (c0 + c1) * 0.5f;\n"
" ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n" " ocol0 = float4(dot(c1,y_const),dot(c01,u_const),dot(c0,y_const),dot(c01, v_const)) + const3;\n"
"}\n"; "}\n";
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) { if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program"); PanicAlertT("Failed to create RGB to YUYV fragment program\nReport this issue.");
}
} }
void CreateYuyvToRgbProgram() void CreateYuyvToRgbProgram()
@ -89,7 +88,7 @@ void CreateYuyvToRgbProgram()
"void main(\n" "void main(\n"
" out float4 ocol0 : COLOR0,\n" " out float4 ocol0 : COLOR0,\n"
" in float2 uv0 : TEXCOORD0)\n" " in float2 uv0 : TEXCOORD0)\n"
"{\n" "{\n"
" float4 c0 = texRECT(samp0, uv0).rgba;\n" " float4 c0 = texRECT(samp0, uv0).rgba;\n"
" float f = step(0.5, frac(uv0.x));\n" " float f = step(0.5, frac(uv0.x));\n"
@ -98,15 +97,14 @@ void CreateYuyvToRgbProgram()
" float uComp = c0.g - 0.5f;\n" " float uComp = c0.g - 0.5f;\n"
" float vComp = c0.a - 0.5f;\n" " float vComp = c0.a - 0.5f;\n"
" ocol0 = float4(yComp + (1.596f * vComp),\n" " ocol0 = float4(yComp + (1.596f * vComp),\n"
" yComp - (0.813f * vComp) - (0.391f * uComp),\n" " yComp - (0.813f * vComp) - (0.391f * uComp),\n"
" yComp + (2.018f * uComp),\n" " yComp + (2.018f * uComp),\n"
" 1.0f);\n" " 1.0f);\n"
"}\n"; "}\n";
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) { if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program"); PanicAlertT("Failed to create YUYV to RGB fragment program\nReport this issue.");
}
} }
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format) FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
@ -122,7 +120,8 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
const char* shader = TextureConversionShader::GenerateEncodingShader(format,API_OPENGL); const char* shader = TextureConversionShader::GenerateEncodingShader(format,API_OPENGL);
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader) { if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
{
static int counter = 0; static int counter = 0;
char szTemp[MAX_PATH]; char szTemp[MAX_PATH];
sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++); sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
@ -160,7 +159,7 @@ void Init()
void Shutdown() void Shutdown()
{ {
glDeleteTextures(1, &s_srcTexture); glDeleteTextures(1, &s_srcTexture);
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer); glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer); glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
@ -176,18 +175,19 @@ void Shutdown()
} }
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc, void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, int readStride, bool toTexture, bool linearFilter) u8* destAddr, int dstWidth, int dstHeight, int readStride,
bool toTexture, bool linearFilter)
{ {
// switch to texture converter frame buffer // switch to texture converter frame buffer
// attach render buffer as color destination // attach render buffer as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer); FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_dstRenderBuffer);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
for (int i = 1; i < 8; ++i) for (int i = 1; i < 8; ++i)
TextureCache::DisableStage(i); TextureCache::DisableStage(i);
@ -215,11 +215,11 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
// Draw... // Draw...
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1); glTexCoord2f((float)sourceRc.left, (float)sourceRc.top); glVertex2f(-1,-1);
glTexCoord2f((float)sourceRc.left, (float)sourceRc.bottom); 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.bottom); glVertex2f(1,1);
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1); glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
glEnd(); glEnd();
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
// .. and then read back the results. // .. and then read back the results.
@ -247,7 +247,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr); glReadPixels(0, 0, (GLsizei)dstWidth, (GLsizei)dstHeight, GL_BGRA, GL_UNSIGNED_BYTE, destAddr);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
} }
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source) void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, int bScaleByHalf, const EFBRectangle& source)
@ -314,7 +314,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0); EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureCache::DisableStage(0); TextureCache::DisableStage(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
@ -399,11 +399,11 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
g_renderer->ResetAPIState(); g_renderer->ResetAPIState();
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false); EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
VertexShaderManager::SetViewportChanged(); VertexShaderManager::SetViewportChanged();
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
TextureCache::DisableStage(0); TextureCache::DisableStage(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
} }
@ -424,7 +424,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// switch to texture converter frame buffer // switch to texture converter frame buffer
// attach destTexture as color destination // attach destTexture as color destination
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer); FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, destTexture);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, destTexture, 0);
GL_REPORT_FBO_ERROR(); GL_REPORT_FBO_ERROR();
@ -441,11 +441,13 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
// TODO: make this less slow. (How?) // TODO: make this less slow. (How?)
if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight) if((GLsizei)s_srcTextureWidth == (GLsizei)srcFmtWidth && (GLsizei)s_srcTextureHeight == (GLsizei)srcHeight)
{ {
glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr); glTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0,0,0,s_srcTextureWidth, s_srcTextureHeight,
GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
} }
else else
{ {
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)srcFmtWidth, (GLsizei)srcHeight,
0, GL_BGRA, GL_UNSIGNED_BYTE, srcAddr);
s_srcTextureWidth = (GLsizei)srcFmtWidth; s_srcTextureWidth = (GLsizei)srcFmtWidth;
s_srcTextureHeight = (GLsizei)srcHeight; s_srcTextureHeight = (GLsizei)srcHeight;
} }
@ -453,15 +455,15 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
glViewport(0, 0, srcWidth, srcHeight); glViewport(0, 0, srcWidth, srcHeight);
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid); PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
glBegin(GL_QUADS); glBegin(GL_QUADS);
glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1); glTexCoord2f((float)srcFmtWidth, (float)srcHeight); glVertex2f(1,-1);
glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1); glTexCoord2f((float)srcFmtWidth, 0); glVertex2f(1,1);
glTexCoord2f(0, 0); glVertex2f(-1,1); glTexCoord2f(0, 0); glVertex2f(-1,1);
glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1); glTexCoord2f(0, (float)srcHeight); glVertex2f(-1,-1);
glEnd(); glEnd();
// reset state // reset state
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
@ -473,7 +475,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
FramebufferManager::SetFramebuffer(0); FramebufferManager::SetFramebuffer(0);
g_renderer->RestoreAPIState(); g_renderer->RestoreAPIState();
GL_REPORT_ERRORD(); GL_REPORT_ERRORD();
} }
} // namespace } // namespace