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:
parent
2eb1565aaa
commit
a154df1e7c
|
@ -219,8 +219,10 @@ void XRRConfiguration::Update()
|
|||
char *output_name = NULL;
|
||||
if (SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.find(':') ==
|
||||
std::string::npos)
|
||||
sscanf(SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.c_str(),
|
||||
"%ux%u", &fullWidth, &fullHeight);
|
||||
{
|
||||
fullWidth = fb_width;
|
||||
fullHeight = fb_height;
|
||||
}
|
||||
else
|
||||
sscanf(SConfig::GetInstance().m_LocalCoreStartupParameter.strFullscreenResolution.c_str(),
|
||||
"%a[^:]: %ux%u", &output_name, &fullWidth, &fullHeight);
|
||||
|
|
|
@ -65,7 +65,7 @@ void CreateRgbToYuyvProgram()
|
|||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"{\n"
|
||||
"{\n"
|
||||
" float2 uv1 = float2(uv0.x + 1.0f, uv0.y);\n"
|
||||
" float3 c0 = texRECT(samp0, uv0).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 v_const = float3(0.439f,-0.368f,-0.071f);\n"
|
||||
" float4 const3 = float4(0.0625f,0.5f,0.0625f,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"
|
||||
" 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"
|
||||
"}\n";
|
||||
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram)) {
|
||||
ERROR_LOG(VIDEO, "Failed to create RGB to YUYV fragment program");
|
||||
}
|
||||
if (!PixelShaderCache::CompilePixelShader(s_rgbToYuyvProgram, FProgram))
|
||||
PanicAlertT("Failed to create RGB to YUYV fragment program\nReport this issue.");
|
||||
}
|
||||
|
||||
void CreateYuyvToRgbProgram()
|
||||
|
@ -89,7 +88,7 @@ void CreateYuyvToRgbProgram()
|
|||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"{\n"
|
||||
"{\n"
|
||||
" float4 c0 = texRECT(samp0, uv0).rgba;\n"
|
||||
|
||||
" float f = step(0.5, frac(uv0.x));\n"
|
||||
|
@ -98,15 +97,14 @@ void CreateYuyvToRgbProgram()
|
|||
" float uComp = c0.g - 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 + (2.018f * uComp),\n"
|
||||
" 1.0f);\n"
|
||||
"}\n";
|
||||
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram)) {
|
||||
ERROR_LOG(VIDEO, "Failed to create YUYV to RGB fragment program");
|
||||
}
|
||||
if (!PixelShaderCache::CompilePixelShader(s_yuyvToRgbProgram, FProgram))
|
||||
PanicAlertT("Failed to create YUYV to RGB fragment program\nReport this issue.");
|
||||
}
|
||||
|
||||
FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
||||
|
@ -122,7 +120,8 @@ FRAGMENTSHADER &GetOrCreateEncodingShader(u32 format)
|
|||
const char* shader = TextureConversionShader::GenerateEncodingShader(format,API_OPENGL);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader) {
|
||||
if (g_ActiveConfig.iLog & CONF_SAVESHADERS && shader)
|
||||
{
|
||||
static int counter = 0;
|
||||
char szTemp[MAX_PATH];
|
||||
sprintf(szTemp, "%senc_%04i.txt", File::GetUserPath(D_DUMP_IDX).c_str(), counter++);
|
||||
|
@ -160,7 +159,7 @@ void Init()
|
|||
|
||||
void Shutdown()
|
||||
{
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteTextures(1, &s_srcTexture);
|
||||
glDeleteRenderbuffersEXT(1, &s_dstRenderBuffer);
|
||||
glDeleteFramebuffersEXT(1, &s_texConvFrameBuffer);
|
||||
|
||||
|
@ -176,18 +175,19 @@ void Shutdown()
|
|||
}
|
||||
|
||||
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
|
||||
// attach render buffer as color destination
|
||||
FramebufferManager::SetFramebuffer(s_texConvFrameBuffer);
|
||||
|
||||
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();
|
||||
|
||||
|
||||
for (int i = 1; i < 8; ++i)
|
||||
TextureCache::DisableStage(i);
|
||||
|
||||
|
@ -215,11 +215,11 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const Tar
|
|||
|
||||
// Draw...
|
||||
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.right, (float)sourceRc.bottom); glVertex2f(1,1);
|
||||
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
glTexCoord2f((float)sourceRc.right, (float)sourceRc.bottom); glVertex2f(1,1);
|
||||
glTexCoord2f((float)sourceRc.right, (float)sourceRc.top); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// .. 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);
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
||||
}
|
||||
|
||||
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();
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, readStride, true, bScaleByHalf > 0);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
TextureCache::DisableStage(0);
|
||||
g_renderer->RestoreAPIState();
|
||||
|
@ -399,11 +399,11 @@ void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc, u8* des
|
|||
g_renderer->ResetAPIState();
|
||||
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, 0, false, false);
|
||||
FramebufferManager::SetFramebuffer(0);
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
TextureCache::DisableStage(0);
|
||||
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
|
||||
// attach destTexture as color destination
|
||||
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);
|
||||
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
@ -441,11 +441,13 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
// TODO: make this less slow. (How?)
|
||||
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
|
||||
{
|
||||
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_srcTextureHeight = (GLsizei)srcHeight;
|
||||
}
|
||||
|
@ -453,15 +455,15 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
glViewport(0, 0, srcWidth, srcHeight);
|
||||
|
||||
PixelShaderCache::SetCurrentShader(s_yuyvToRgbProgram.glprogid);
|
||||
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
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();
|
||||
glEnd();
|
||||
|
||||
// reset state
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
@ -473,7 +475,7 @@ void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTextur
|
|||
FramebufferManager::SetFramebuffer(0);
|
||||
|
||||
g_renderer->RestoreAPIState();
|
||||
GL_REPORT_ERRORD();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
|
Loading…
Reference in New Issue