OpenGL: Tried to create some order in Render.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3353 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -15,6 +15,10 @@
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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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//////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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#include "Globals.h"
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#include <vector>
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@ -66,7 +70,12 @@
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#include "Win32Window.h" // warning: crapcode
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#else
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#endif
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Declarations and definitions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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CGcontext g_cgcontext;
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CGprofile g_cgvProf;
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CGprofile g_cgfProf;
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@ -137,7 +146,6 @@ static int s_targetwidth; // Size of render buffer FBO.
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static int s_targetheight;
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namespace {
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static const GLenum glSrcFactors[8] =
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@ -180,8 +188,13 @@ void HandleCgError(CGcontext ctx, CGerror err, void* appdata)
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}
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}
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} // namespace
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} // namespace
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Init functions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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bool Renderer::Init()
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{
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bool bSuccess = true;
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@ -537,6 +550,7 @@ bool Renderer::InitializeGL()
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return GL_REPORT_ERROR() == GL_NO_ERROR;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////
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@ -564,6 +578,10 @@ float Renderer::GetTargetScaleY()
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/////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Various supporting functions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void Renderer::SetRenderTarget(GLuint targ)
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{
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
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@ -714,18 +732,25 @@ void Renderer::SetBlendMode(bool forceUpdate)
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s_blendMode = newval;
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}
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// -------------------------------------------------------------------------------------------
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bool Renderer::IsUsingATIDrawBuffers()
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{
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return s_bATIDrawBuffers;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Function: This function handles the OpenGL glScissor() function
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
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// case 0x52 > SetScissorRect()
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// ---------------
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// This function handles the OpenGL glScissor() function
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// ---------------
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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// bpmem.scissorTL.x, y = 342x342
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// bpmem.scissorBR.x, y = 981x821
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// Renderer::GetTargetHeight() = the fixed ini file setting
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// donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box
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// therefore the width and height are (scissorBR + 1) - scissorTL
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// -------------------------------------------------------------------------------------------
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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bool Renderer::SetScissorRect()
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{
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int xoff = bpmem.scissorOffset.x * 2 - 342;
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@ -768,12 +793,12 @@ bool Renderer::SetScissorRect()
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return false;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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bool Renderer::IsUsingATIDrawBuffers()
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{
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return s_bATIDrawBuffers;
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// Aspect ratio functions
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void ComputeBackbufferRectangle(TRectangle *rc)
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{
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float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
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@ -840,10 +865,12 @@ void ComputeBackbufferRectangle(TRectangle *rc)
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rc->right = XOffset + ceil(FloatGLWidth);
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rc->bottom = YOffset + ceil(FloatGLHeight);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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// ---------------------------------------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////////////////////
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// This function has the final picture if the XFB functions are not used. We adjust the aspect ratio here.
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// ---------------------------------------------------------------------------------------------------------
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void Renderer::Swap(const TRectangle& rc)
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{
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OpenGL_Update(); // just updates the render window position and the backbuffer size
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@ -1077,7 +1104,82 @@ void Renderer::Swap(const TRectangle& rc)
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// Renderer::SetZBufferRender();
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// SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight());
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void Renderer::SwapBuffers()
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{
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// ---------------------------------------------------------------------
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// Count FPS.
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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static int fpscount = 0;
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static unsigned long lasttime;
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++fpscount;
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if (timeGetTime() - lasttime > 1000)
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{
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lasttime = timeGetTime();
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s_fps = fpscount - 1;
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fpscount = 0;
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}
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// ---------------------------------------------------------------------
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for (int i = 0; i < 8; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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glActiveTexture(GL_TEXTURE0);
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DrawDebugText();
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OSD::DrawMessages();
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#if defined(DVPROFILE)
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if (g_bWriteProfile) {
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//g_bWriteProfile = 0;
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static int framenum = 0;
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const int UPDATE_FRAMES = 8;
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if (++framenum >= UPDATE_FRAMES) {
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DVProfWrite("prof.txt", UPDATE_FRAMES);
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DVProfClear();
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framenum = 0;
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}
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}
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#endif
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// Copy the rendered frame to the real window
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OpenGL_SwapBuffers();
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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GL_REPORT_ERRORD();
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// Clean out old stuff from caches
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VertexShaderCache::ProgressiveCleanup();
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PixelShaderCache::ProgressiveCleanup();
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TextureMngr::ProgressiveCleanup();
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frameCount++;
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// New frame
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stats.ResetFrame();
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// Render to the framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
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GL_REPORT_ERRORD();
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Create On-Screen-Messages
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void Renderer::DrawDebugText()
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{
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// Reset viewport for drawing text
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@ -1205,71 +1307,6 @@ void Renderer::DrawDebugText()
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Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000);
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Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF);
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}
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// -------------------------------------------------------------------------------------------------------
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// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
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// -------------------------------------------------------------------------------------------------------
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void Renderer::SwapBuffers()
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{
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// Count FPS.
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static int fpscount = 0;
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static unsigned long lasttime;
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++fpscount;
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if (timeGetTime() - lasttime > 1000)
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{
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lasttime = timeGetTime();
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s_fps = fpscount - 1;
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fpscount = 0;
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}
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for (int i = 0; i < 8; i++) {
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glActiveTexture(GL_TEXTURE0 + i);
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glDisable(GL_TEXTURE_2D);
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glDisable(GL_TEXTURE_RECTANGLE_ARB);
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}
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glActiveTexture(GL_TEXTURE0);
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DrawDebugText();
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OSD::DrawMessages();
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#if defined(DVPROFILE)
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if (g_bWriteProfile) {
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//g_bWriteProfile = 0;
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static int framenum = 0;
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const int UPDATE_FRAMES = 8;
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if (++framenum >= UPDATE_FRAMES) {
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DVProfWrite("prof.txt", UPDATE_FRAMES);
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DVProfClear();
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framenum = 0;
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}
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}
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#endif
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// Copy the rendered frame to the real window
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OpenGL_SwapBuffers();
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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GL_REPORT_ERRORD();
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// Clean out old stuff from caches
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VertexShaderCache::ProgressiveCleanup();
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PixelShaderCache::ProgressiveCleanup();
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TextureMngr::ProgressiveCleanup();
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frameCount++;
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// New frame
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stats.ResetFrame();
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// Render to the framebuffer.
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
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GL_REPORT_ERRORD();
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}
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void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
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{
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int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth();
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1 - top * 2.0f / (float)nBackbufferHeight,
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0, nBackbufferWidth, nBackbufferHeight);
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////////////
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// Save screenshot
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void Renderer::SetScreenshot(const char *filename)
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{
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s_criticalScreenshot.Enter();
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@ -1376,10 +1414,10 @@ void Renderer::FlipImageData(u8 *data, int w, int h)
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//////////////////////////////////////////////////////////////////////////////////////////
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// ------------------------------------------------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////////////////////
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// Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
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// Call schedule: Called from VertexShaderManager
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// ------------------------------------------------------------------------------------------------------------
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// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
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void UpdateViewport()
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{
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// ---------
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DEBUG_LOG(CONSOLE, "----------------------------------------------------------------");
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*/
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}
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//////////////////////////////////////////////////////////////////////////////////////////
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