Initial push of GLES and GLUtil file breakup.

This commit is contained in:
Ryan Houdek 2012-12-17 14:54:20 -06:00
parent 0811311604
commit b78f5debe6
17 changed files with 582 additions and 810 deletions

View File

@ -218,6 +218,12 @@ if(FASTLOG)
add_definitions(-DDEBUGFAST)
endif()
option(USE_GLES "Enables GLES, disables OGL" OFF)
if(USE_GLES)
message("GLES rendering enabled")
add_definitions(-DUSE_GLES)
add_definitions(-DUSE_EGL)
endif()
add_definitions(-D_FILE_OFFSET_BITS=64 -D_LARGEFILE_SOURCE)
########################################

View File

@ -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();

View File

@ -191,7 +191,11 @@ 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(WIN32)
set(SRCS ${SRCS} Src/HW/BBA-TAP/TAP_Win32.cpp Src/stdafx.cpp

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 +79,28 @@ 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/VideoInterface/EGL.cpp
)
else()
if(WIN32)
set(SRCS ${SRCS}
Src/VideoInterface/GLW.cpp
)
elseif(${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
set(SRCS ${SRCS}
Src/VideoInterface/AGL.cpp
)
else()
set(SRCS ${SRCS}
Src/VideoInterface/GLX.cpp
)
endif()
endif()
if(WIN32)

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

@ -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
@ -109,523 +45,86 @@ 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)
@ -633,14 +132,15 @@ 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 +150,12 @@ 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 +188,7 @@ 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 "GLVideoInterface.h"
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
#define GL_DEPTH_STENCIL_EXT 0x84F9
@ -52,49 +33,11 @@
#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 +69,7 @@ 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

@ -323,8 +323,8 @@ 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__
@ -521,7 +521,7 @@ 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;
@ -598,8 +598,8 @@ 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);
@ -1294,7 +1294,7 @@ 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 +1308,8 @@ 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 +1354,7 @@ 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->SwapBuffers();
GL_REPORT_ERRORD();

View File

@ -165,7 +165,8 @@ bool VideoBackend::Initialize(void *&window_handle)
g_Config.VerifyValidity();
UpdateActiveConfig();
if (!OpenGL_Create(window_handle))
InitInterface();
if (!GLInterface->CreateWindow(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

@ -26,6 +26,17 @@
#include "DebugUtil.h"
#define TEMP_SIZE (1024*1024*4)
#ifdef USE_GLES
#define PREC "highp"
#define TEX2D GL_TEXTURE_2D
#define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D"
#else
#define PREC
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define TEXTYPE "sampler2DRect"
#define TEXFUNC "texture2DRect"
#endif
namespace HwRasterizer
{
@ -35,6 +46,75 @@ namespace HwRasterizer
u8 *temp;
// Programs
static GLuint colProg, texProg, clearProg;
// 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 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"
" " PREC " vec4 tmpcolor;\n"
" tmpcolor = " TEXFUNC "(Texture, TexCoordOut.xy);\n"
" gl_FragColor = tmpcolor;\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";
// Color Program
colProg = OpenGL_CompileProgram(vertShaderText, fragcolText);
// Texture Program
texProg = OpenGL_CompileProgram(vertShaderText, fragtexText);
// Clear Program
clearProg = OpenGL_CompileProgram(vertclearText, fragclearText);
// 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");
}
void Init()
{
efbHalfWidth = EFB_WIDTH / 2.0f;
@ -42,23 +122,72 @@ namespace HwRasterizer
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();
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);
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();
GL_REPORT_ERRORD();
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);
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();
}
void BeginTriangles()
{
// disabling depth test sometimes allows more things to be visible
GL_REPORT_ERRORD();
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
@ -66,51 +195,121 @@ namespace HwRasterizer
if (hasTexture)
LoadTexture();
GL_REPORT_ERRORD();
}
void EndTriangles()
{
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(TEX2D, 0);
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
}
void DrawColorVertex(OutputVertexData *v)
void DrawColorVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
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);
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
float z0 = v0->screenPosition.z / (float)0x00ffffff;
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
float z1 = v1->screenPosition.z / (float)0x00ffffff;
float x2 = (v2->screenPosition.x / efbHalfWidth) - 1.0f;
float y2 = 1.0f - (v2->screenPosition.y / efbHalfHeight);
float z2 = v2->screenPosition.z / (float)0x00ffffff;
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;
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;
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;
static const GLfloat verts[3][3] = {
{ x0, y0, z0 },
{ x1, y1, z1 },
{ x2, y2, z2 }
};
static const GLfloat col[3][4] = {
{ r0, g0, b0, 0.1f },
{ r1, g1, b1, 0.1f },
{ r2, g2, b2, 0.1f }
};
{
glUseProgram(colProg);
glEnableVertexAttribArray(col_apos);
glEnableVertexAttribArray(col_atex);
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();
}
void DrawTextureVertex(OutputVertexData *v)
void DrawTextureVertex(OutputVertexData *v0, OutputVertexData *v1, OutputVertexData *v2)
{
float s = v->texCoords[0].x;
float t = v->texCoords[0].y;
glTexCoord2f(s, t);
float x0 = (v0->screenPosition.x / efbHalfWidth) - 1.0f;
float y0 = 1.0f - (v0->screenPosition.y / efbHalfHeight);
float z0 = v0->screenPosition.z;
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);
float x1 = (v1->screenPosition.x / efbHalfWidth) - 1.0f;
float y1 = 1.0f - (v1->screenPosition.y / efbHalfHeight);
float z1 = v1->screenPosition.z;
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 / width;
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)
{
glBegin(GL_TRIANGLES);
if (hasTexture)
{
DrawTextureVertex(v0);
DrawTextureVertex(v1);
DrawTextureVertex(v2);
}
else
{
DrawColorVertex(v0);
DrawColorVertex(v1);
DrawColorVertex(v2);
}
glEnd();
}
if (hasTexture)
DrawTextureVertex(v0, v1, v2);
else
DrawColorVertex(v0, v1, v2);
}
void Clear()
{
@ -124,17 +323,21 @@ namespace HwRasterizer
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;
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();
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()
@ -158,9 +361,14 @@ namespace HwRasterizer
DebugUtil::GetTextureBGRA(temp, 0, 0, width, height);
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);
}
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()
{

View File

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

View File

@ -16,17 +16,35 @@
// http://code.google.com/p/dolphin-emu/
#include "Common.h"
#include <math.h>
#include "../../Plugin_VideoOGL/Src/GLUtil.h"
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
#include "SWRenderer.h"
#include "SWStatistics.h"
#include "../../Plugin_VideoOGL/Src/RasterFont.h"
#define VSYNC_ENABLED 0
static GLuint s_RenderTarget = 0;
static GLint attr_pos = -1, attr_tex = -1;
static GLint uni_tex = -1;
static GLuint program;
#ifdef USE_GLES
#define PREC "highp"
#define TEX2D GL_TEXTURE_2D
#define TEXTYPE "sampler2D"
#define TEXFUNC "texture2D"
#else
#define PREC
#define TEX2D GL_TEXTURE_RECTANGLE_ARB
#define TEXTYPE "sampler2DRect"
#define TEXFUNC "texture2DRect"
#endif
#ifndef USE_GLES
RasterFont* s_pfont = NULL;
#endif
void SWRenderer::Init()
{
@ -34,79 +52,68 @@ void SWRenderer::Init()
void SWRenderer::Shutdown()
{
glDeleteProgram(program);
glDeleteTextures(1, &s_RenderTarget);
#ifndef USE_GLES
delete s_pfont;
s_pfont = 0;
#endif
}
delete s_pfont;
s_pfont = 0;
void CreateShaders()
{
static const char *fragShaderText =
"varying " PREC " vec2 TexCoordOut;\n"
"uniform " TEXTYPE " Texture;\n"
"void main() {\n"
" " PREC " vec4 tmpcolor;\n"
" tmpcolor = " TEXFUNC "(Texture, TexCoordOut);\n"
" gl_FragColor = tmpcolor;\n"
"}\n";
static const char *vertShaderText =
"attribute vec4 pos;\n"
"attribute vec2 TexCoordIn;\n "
"varying vec2 TexCoordOut;\n "
"void main() {\n"
" gl_Position = pos;\n"
" TexCoordOut = TexCoordIn;\n"
"}\n";
program = OpenGL_CompileProgram(vertShaderText, fragShaderText);
glUseProgram(program);
uni_tex = glGetUniformLocation(program, "Texture");
attr_pos = glGetAttribLocation(program, "pos");
attr_tex = glGetAttribLocation(program, "TexCoordIn");
}
void SWRenderer::Prepare()
{
OpenGL_MakeCurrent();
// Init extension support.
if (glewInit() != GLEW_OK) {
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
return;
}
// Handle VSync on/off
#ifdef _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
#endif
glStencilFunc(GL_ALWAYS, 0, 0);
// used by hw rasterizer if it enables blending and depth test
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthFunc(GL_LEQUAL);
glShadeModel(GL_SMOOTH);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(1.0f);
glEnable(GL_SCISSOR_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment
glDisable(GL_LIGHTING);
glDisable(GL_BLEND);
glDisable(GL_STENCIL_TEST);
//glDisable(GL_SCISSOR_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
s_pfont = new RasterFont();
// legacy multitexturing: select texture channel only.
glActiveTexture(GL_TEXTURE0);
glClientActiveTexture(GL_TEXTURE0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
glGenTextures(1, &s_RenderTarget);
CreateShaders();
#ifndef USE_GLES
s_pfont = new RasterFont();
glEnable(GL_TEXTURE_RECTANGLE_ARB);
#endif
GL_REPORT_ERRORD();
}
void SWRenderer::RenderText(const char* pstr, int left, int top, u32 color)
{
int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight();
int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth();
int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight();
#ifndef USE_GLES
glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f,
((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
s_pfont->printMultilineText(pstr,
left * 2.0f / (float)nBackbufferWidth - 1,
1 - top * 2.0f / (float)nBackbufferHeight,
0, nBackbufferWidth, nBackbufferHeight);
#endif
}
void SWRenderer::DrawDebugText()
@ -139,31 +146,56 @@ void SWRenderer::DrawDebugText()
void SWRenderer::DrawTexture(u8 *texture, int width, int height)
{
GLsizei glWidth = (GLsizei)OpenGL_GetBackbufferWidth();
GLsizei glHeight = (GLsizei)OpenGL_GetBackbufferHeight();
GLsizei glWidth = (GLsizei)GLInterface->GetBackBufferWidth();
GLsizei glHeight = (GLsizei)GLInterface->GetBackBufferHeight();
// Update GLViewPort
glViewport(0, 0, glWidth, glHeight);
glScissor(0, 0, glWidth, glHeight);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(TEX2D, s_RenderTarget);
GL_REPORT_ERRORD();
glTexImage2D(TEX2D, 0, GL_RGBA, (GLsizei)width, (GLsizei)height, 0, GL_RGBA, GL_UNSIGNED_BYTE, texture);
glTexParameteri(TEX2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(TEX2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
GLfloat u_max = (GLfloat)width;
GLfloat v_max = (GLfloat)glHeight;
glBegin(GL_QUADS);
glTexCoord2f(0, v_max); glVertex2f(-1, -1);
glTexCoord2f(0, 0); glVertex2f(-1, 1);
glTexCoord2f(u_max, 0); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, -1);
glEnd();
static const GLfloat verts[4][2] = {
{ -1, -1}, // Left top
{ -1, 1}, // left bottom
{ 1, 1}, // right bottom
{ 1, -1} // right top
};
//Texture rectangle uses pixel coordinates
#ifndef USE_GLES
static const GLfloat texverts[4][2] = {
{0, v_max},
{0, 0},
{u_max, 0},
{u_max, v_max}
};
#else
static const GLfloat texverts[4][2] = {
{0, 1},
{0, 0},
{1, 0},
{1, 1}
};
#endif
glVertexAttribPointer(attr_pos, 2, GL_FLOAT, GL_FALSE, 0, verts);
glVertexAttribPointer(attr_tex, 2, GL_FLOAT, GL_FALSE, 0, texverts);
glEnableVertexAttribArray(attr_pos);
glEnableVertexAttribArray(attr_tex);
glActiveTexture(GL_TEXTURE0);
glUniform1i(uni_tex, 0);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glDisableVertexAttribArray(attr_pos);
glDisableVertexAttribArray(attr_tex);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
glBindTexture(TEX2D, 0);
GL_REPORT_ERRORD();
}
void SWRenderer::SwapBuffer()
@ -172,15 +204,13 @@ void SWRenderer::SwapBuffer()
glFlush();
OpenGL_SwapBuffers();
GLInterface->SwapBuffers();
GL_REPORT_ERRORD();
swstats.ResetFrame();
// Clear framebuffer
glClearColor(0, 0, 0, 0);
glClearDepth(1.0);
#ifndef USE_GLES
glClearDepth(1.0f);
#endif
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
GL_REPORT_ERRORD();

View File

@ -51,7 +51,7 @@ void SWVideoConfig::Load(const char* ini_file)
iniFile.Get("Hardware", "Fullscreen", &bFullscreen, 0); // Hardware
iniFile.Get("Hardware", "RenderToMainframe", &renderToMainframe, false);
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, false);
iniFile.Get("Rendering", "HwRasterizer", &bHwRasterizer, true);
iniFile.Get("Info", "ShowStats", &bShowStats, false);

View File

@ -40,6 +40,8 @@
#include "VideoBackend.h"
#include "Core.h"
#define VSYNC_ENABLED 0
namespace SW
{
@ -69,8 +71,9 @@ void VideoSoftware::ShowConfig(void *_hParent)
bool VideoSoftware::Initialize(void *&window_handle)
{
g_SWVideoConfig.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_software.ini").c_str());
InitInterface();
if (!OpenGL_Create(window_handle))
if (!GLInterface->CreateWindow(window_handle))
{
INFO_LOG(VIDEO, "%s", "SWRenderer::Create failed\n");
return false;
@ -83,8 +86,10 @@ bool VideoSoftware::Initialize(void *&window_handle)
OpcodeDecoder::Init();
Clipper::Init();
Rasterizer::Init();
HwRasterizer::Init();
SWRenderer::Init();
if (g_SWVideoConfig.bHwRasterizer)
HwRasterizer::Init();
else
SWRenderer::Init();
DebugUtil::Init();
return true;
@ -124,14 +129,44 @@ void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
void VideoSoftware::Shutdown()
{
SWRenderer::Shutdown();
OpenGL_Shutdown();
if (g_SWVideoConfig.bHwRasterizer)
HwRasterizer::Shutdown();
else
SWRenderer::Shutdown();
GLInterface->Shutdown();
}
// This is called after Video_Initialize() from the Core
void VideoSoftware::Video_Prepare()
{
SWRenderer::Prepare();
{
GLInterface->MakeCurrent();
// Init extension support.
{
#ifndef USE_GLES
if (glewInit() != GLEW_OK) {
ERROR_LOG(VIDEO, "glewInit() failed!Does your video card support OpenGL 2.x?");
return;
}
// Handle VSync on/off
#ifdef _WIN32
if (WGLEW_EXT_swap_control)
wglSwapIntervalEXT(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?");
#elif defined(HAVE_X11) && HAVE_X11
if (glXSwapIntervalSGI)
glXSwapIntervalSGI(VSYNC_ENABLED);
else
ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)");
#endif
#endif
}
if (g_SWVideoConfig.bHwRasterizer)
HwRasterizer::Prepare();
else
SWRenderer::Prepare();
INFO_LOG(VIDEO, "Video backend initialized.");
}
@ -273,20 +308,7 @@ writeFn32 VideoSoftware::Video_PEWrite32()
// Draw messages on top of the screen
unsigned int VideoSoftware::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
@ -294,7 +316,7 @@ void VideoSoftware::UpdateFPSDisplay(const char *text)
{
char temp[100];
snprintf(temp, sizeof temp, "%s | Software | %s", scm_rev_str, text);
OpenGL_SetWindowText(temp);
GLInterface->UpdateFPSDisplay(temp);
}
}