just a bunch of random code cleanup i did on the train bored, plus a d3d implementation of NativeVertexFormat which isn't actually used yet.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1658 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
3fd665502e
commit
dcc48d6c41
|
@ -24,6 +24,7 @@
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#endif
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#include "Common.h"
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#include "FileUtil.h"
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#include "StringUtil.h"
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#include "DynamicLibrary.h"
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@ -32,11 +33,10 @@ DynamicLibrary::DynamicLibrary()
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library = 0;
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}
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std::string GetLastErrorAsString()
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{
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#ifdef _WIN32
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LPVOID lpMsgBuf = 0;
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LPVOID lpMsgBuf = 0;
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DWORD error = GetLastError();
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FormatMessage(
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FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM,
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@ -64,13 +64,11 @@ std::string GetLastErrorAsString()
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#endif
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}
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// ------------------------------------------------------------------
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/* Loading means loading the dll with LoadLibrary() to get an instance to the dll.
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This is done when Dolphin is started to determine which dlls are good, and
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before opening the Config and Debugging windows from Plugin.cpp and
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before opening the dll for running the emulation in Video_...cpp in Core. */
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// -----------------------
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// Loading means loading the dll with LoadLibrary() to get an instance to the dll.
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// This is done when Dolphin is started to determine which dlls are good, and
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// before opening the Config and Debugging windows from Plugin.cpp and
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// before opening the dll for running the emulation in Video_...cpp in Core.
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// Since this is fairly slow, TODO: think about implementing some sort of cache.
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int DynamicLibrary::Load(const char* filename)
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{
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if (!filename || strlen(filename) == 0)
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@ -80,7 +78,6 @@ int DynamicLibrary::Load(const char* filename)
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return 0;
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}
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LOG(MASTER_LOG, "Trying to load library %s", filename);
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if (IsLoaded())
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{
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LOG(MASTER_LOG, "Trying to load already loaded library %s", filename);
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@ -93,9 +90,17 @@ int DynamicLibrary::Load(const char* filename)
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library = dlopen(filename, RTLD_NOW | RTLD_LOCAL);
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#endif
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if (!library) {
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if (!library)
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{
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LOG(MASTER_LOG, "Error loading DLL %s: %s", filename, GetLastErrorAsString().c_str());
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PanicAlert("Error loading DLL %s: %s\n", filename, GetLastErrorAsString().c_str());
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if (File::Exists(filename))
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{
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PanicAlert("Error loading DLL %s: %s\n\nAre you missing SDL.DLL or another file that this plugin may depend on?", filename, GetLastErrorAsString().c_str());
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}
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else
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{
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PanicAlert("Error loading DLL %s: %s\n", filename, GetLastErrorAsString().c_str());
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}
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return 0;
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}
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@ -108,11 +113,9 @@ int DynamicLibrary::Unload()
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{
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int retval;
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if (!IsLoaded()) {
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LOG(MASTER_LOG, "Error unloading DLL %s: not loaded", library_file.c_str());
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PanicAlert("Error unloading DLL %s: not loaded", library_file.c_str());
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return 0;
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}
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#ifdef _WIN32
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retval = FreeLibrary(library);
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@ -120,8 +123,6 @@ int DynamicLibrary::Unload()
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retval = dlclose(library)?0:1;
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#endif
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if (!retval) {
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LOG(MASTER_LOG, "Error unloading DLL %s: %s", library_file.c_str(),
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GetLastErrorAsString().c_str());
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PanicAlert("Error unloading DLL %s: %s", library_file.c_str(),
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GetLastErrorAsString().c_str());
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}
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@ -135,8 +136,8 @@ void* DynamicLibrary::Get(const char* funcname) const
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void* retval;
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if (!library)
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{
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LOG(MASTER_LOG, "Can't find function %s - Library not loaded.");
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PanicAlert("Can't find function %s - Library not loaded.");
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PanicAlert("Can't find function %s - Library not loaded.");
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return NULL;
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}
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#ifdef _WIN32
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retval = GetProcAddress(library, funcname);
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@ -145,8 +146,8 @@ void* DynamicLibrary::Get(const char* funcname) const
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#endif
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if (!retval) {
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LOG(MASTER_LOG, "Symbol %s missing in %s (error: %s)\n", funcname, library_file.c_str(), GetLastErrorAsString().c_str());
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PanicAlert("Symbol %s missing in %s (error: %s)\n", funcname, library_file.c_str(), GetLastErrorAsString().c_str());
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LOG(MASTER_LOG, "Symbol %s missing in %s (error: %s)\n", funcname, library_file.c_str(), GetLastErrorAsString().c_str());
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PanicAlert("Symbol %s missing in %s (error: %s)\n", funcname, library_file.c_str(), GetLastErrorAsString().c_str());
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}
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return retval;
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@ -24,23 +24,23 @@
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#include <string>
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// Abstracts the (few) differences between dynamically loading DLLs under Windows
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// and .so / .dylib under Linux/MacOSX.
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class DynamicLibrary
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{
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public:
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public:
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DynamicLibrary();
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int Load(const char *filename);
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int Unload();
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void *Get(const char *funcname) const;
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bool IsLoaded() const { return library != 0; }
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DynamicLibrary();
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int Load(const char* filename);
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int Unload();
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void* Get(const char* funcname) const;
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bool IsLoaded() const {return(library != 0);}
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private:
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std::string library_file;
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private:
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std::string library_file;
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#ifdef _WIN32
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HINSTANCE library;
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HINSTANCE library;
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#else
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void* library;
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void *library;
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#endif
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};
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@ -24,44 +24,44 @@ bool DefaultMsgHandler(const char* caption, const char* text, bool yes_no);
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static MsgAlertHandler msg_handler = DefaultMsgHandler;
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void RegisterMsgAlertHandler(MsgAlertHandler handler) {
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msg_handler = handler;
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void RegisterMsgAlertHandler(MsgAlertHandler handler)
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{
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msg_handler = handler;
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}
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bool MsgAlert(const char* caption, bool yes_no,
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const char* format, ...) {
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char buffer[2048];
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va_list args;
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bool ret = false;
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bool MsgAlert(const char* caption, bool yes_no, const char* format, ...)
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{
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char buffer[2048];
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va_list args;
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bool ret = false;
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va_start(args, format);
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CharArrayFromFormatV(buffer, 2048, format, args);
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va_start(args, format);
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CharArrayFromFormatV(buffer, 2048, format, args);
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LOG(MASTER_LOG, "%s: %s", caption, buffer);
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LOG(MASTER_LOG, "%s: %s", caption, buffer);
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if (msg_handler) {
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ret = msg_handler(caption, buffer, yes_no);
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}
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va_end(args);
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return ret;
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if (msg_handler)
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{
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ret = msg_handler(caption, buffer, yes_no);
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}
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va_end(args);
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return ret;
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}
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bool DefaultMsgHandler(const char* caption, const char* text,
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bool yes_no) {
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bool DefaultMsgHandler(const char* caption, const char* text, bool yes_no)
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{
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#ifdef _WIN32
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if (yes_no)
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return IDYES == MessageBox(0, text, caption,
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MB_ICONQUESTION | MB_YESNO);
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else {
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MessageBox(0, text, caption, MB_ICONWARNING);
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return true;
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}
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if (yes_no)
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return IDYES == MessageBox(0, text, caption,
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MB_ICONQUESTION | MB_YESNO);
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else {
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MessageBox(0, text, caption, MB_ICONWARNING);
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return true;
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}
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#else
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printf("%s\n", text);
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return true;
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printf("%s\n", text);
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return true;
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#endif
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}
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@ -74,7 +74,7 @@ CEXIIPL::CEXIIPL() :
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}
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else
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{
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PanicAlert("Error: failed to load font_ansi.bin. Fonts may bug");
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PanicAlert("Error: failed to load font_ansi.bin.\nFonts in a few games may not work, or crash the game.");
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}
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pStream = fopen(FONT_SJIS_FILE, "rb");
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@ -89,7 +89,8 @@ CEXIIPL::CEXIIPL() :
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}
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else
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{
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PanicAlert("Error: failed to load font_sjis.bin. Fonts may bug");
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// Heh, BIOS fonts don't really work in JAP games anyway ... we get bogus characters.
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PanicAlert("Error: failed to load font_sjis.bin.\nFonts in a few Japanese games may not work or crash the game.");
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}
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memcpy(m_pIPL, iplver, sizeof(iplver));
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@ -120,7 +121,6 @@ CEXIIPL::~CEXIIPL()
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if (m_count > 0)
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{
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m_szBuffer[m_count] = 0x00;
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//MessageBox(NULL, m_szBuffer, "last message", MB_OK);
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}
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if (m_pIPL != NULL)
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@ -130,19 +130,19 @@ CEXIIPL::~CEXIIPL()
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}
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// SRAM
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FILE* pStream = NULL;
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pStream = fopen(Core::GetStartupParameter().m_strSRAM.c_str(), "wb");
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if (pStream != NULL)
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FILE *file = fopen(Core::GetStartupParameter().m_strSRAM.c_str(), "wb");
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if (file)
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{
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fwrite(m_SRAM, 1, 64, pStream);
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fclose(pStream);
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fwrite(m_SRAM, 1, 64, file);
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fclose(file);
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}
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}
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void CEXIIPL::SetCS(int _iCS)
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{
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if (_iCS)
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{ // cs transition to high
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{
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// cs transition to high
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m_uPosition = 0;
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}
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}
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|
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@ -63,10 +63,7 @@ LONG NTAPI Handler(PEXCEPTION_POINTERS pPtrs)
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int accessType = (int)pPtrs->ExceptionRecord->ExceptionInformation[0];
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if (accessType == 8) //Rule out DEP
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{
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if (PowerPC::state == PowerPC::CPU_POWERDOWN)
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return EXCEPTION_CONTINUE_SEARCH;
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MessageBox(0, _T("Tried to execute code that's not marked executable. This is likely a JIT bug.\n"), 0, 0);
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return EXCEPTION_CONTINUE_SEARCH;
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return (DWORD)EXCEPTION_CONTINUE_SEARCH;
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}
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//Where in the x86 code are we?
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@ -58,7 +58,7 @@ CPluginManager::~CPluginManager()
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// ----------------------------------------
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// Create list of avaliable plugins
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// Create list of available plugins
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// -------------
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void CPluginManager::ScanForPlugins(wxWindow* _wxWindow)
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{
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|
@ -145,10 +145,11 @@ void CPluginManager::OpenDebug(void* _Parent, const char *_rFilename, bool Type,
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//int ret = PluginVideo::LoadPlugin(_rFilename);
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//int ret = PluginDSP::LoadPlugin(_rFilename);
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if(Type)
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if (Type)
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{
|
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//Common::CPlugin::Debug((HWND)_Parent);
|
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if(!PluginVideo::IsLoaded()) PluginVideo::LoadPlugin(_rFilename);
|
||||
if (!PluginVideo::IsLoaded())
|
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PluginVideo::LoadPlugin(_rFilename);
|
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PluginVideo::Debug((HWND)_Parent, Show);
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}
|
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else
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|
@ -162,7 +163,6 @@ void CPluginManager::OpenDebug(void* _Parent, const char *_rFilename, bool Type,
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//m_DllDebugger(NULL);
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}
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|
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|
||||
// ----------------------------------------
|
||||
// Get dll info
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// -------------
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||||
|
@ -179,6 +179,9 @@ CPluginInfo::CPluginInfo(const char *_rFileName)
|
|||
|
||||
Common::CPlugin::Release();
|
||||
}
|
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/*
|
||||
The DLL loading code provides enough error messages already. Possibly make some return codes
|
||||
and handle messages here instead?
|
||||
else
|
||||
{
|
||||
if (!File::Exists(_rFileName)) {
|
||||
|
@ -186,7 +189,7 @@ CPluginInfo::CPluginInfo(const char *_rFileName)
|
|||
} else {
|
||||
PanicAlert("Failed to load plugin %s - unknown error.\n", _rFileName);
|
||||
}
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
||||
|
||||
|
|
|
@ -89,14 +89,16 @@ struct PortableVertexDeclaration
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// all the data loading code must always be made compatible.
|
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class NativeVertexFormat
|
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{
|
||||
u8* m_compiledCode;
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
public:
|
||||
NativeVertexFormat();
|
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~NativeVertexFormat();
|
||||
protected:
|
||||
NativeVertexFormat() {}
|
||||
|
||||
void Initialize(const PortableVertexDeclaration &vtx_decl);
|
||||
void SetupVertexPointers() const;
|
||||
public:
|
||||
virtual ~NativeVertexFormat() {}
|
||||
|
||||
virtual void Initialize(const PortableVertexDeclaration &vtx_decl) = 0;
|
||||
virtual void SetupVertexPointers() const = 0;
|
||||
|
||||
static NativeVertexFormat *Create();
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|
||||
// TODO: move these in under private:
|
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
|
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|
|
|
@ -20,8 +20,16 @@
|
|||
|
||||
#include "Common.h"
|
||||
|
||||
// This must be called once before calling the two conversion functions
|
||||
// below.
|
||||
void InitXFBConvTables();
|
||||
|
||||
// These implementations could likely be made considerably faster by
|
||||
// reducing precision so that intermediate calculations are done in
|
||||
// 15-bit precision instead of 32-bit. However, this would complicate
|
||||
// the code and since we have a GPU implementation too, there really
|
||||
// isn't much point.
|
||||
|
||||
// Converts 4:2:2 YUV (YUYV) data to 32-bit RGBA data.
|
||||
void ConvertFromXFB(u32 *dst, const u8* _pXFB, int width, int height);
|
||||
|
||||
|
|
|
@ -1201,6 +1201,10 @@
|
|||
RelativePath=".\Src\DecodedVArray.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\NativeVertexFormat.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\OpcodeDecoding.cpp"
|
||||
>
|
||||
|
@ -1273,6 +1277,14 @@
|
|||
RelativePath=".\Src\PixelShader.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\PixelShaderManager.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\PixelShaderManager.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\Render.cpp"
|
||||
>
|
||||
|
@ -1281,14 +1293,6 @@
|
|||
RelativePath=".\Src\Render.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\ShaderManager.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\ShaderManager.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\TextureCache.cpp"
|
||||
>
|
||||
|
@ -1317,6 +1321,14 @@
|
|||
RelativePath=".\Src\VertexShader.h"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\VertexShaderManager.cpp"
|
||||
>
|
||||
</File>
|
||||
<File
|
||||
RelativePath=".\Src\VertexShaderManager.h"
|
||||
>
|
||||
</File>
|
||||
</Filter>
|
||||
<Filter
|
||||
Name="D3D"
|
||||
|
|
|
@ -0,0 +1,145 @@
|
|||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "D3DBase.h"
|
||||
|
||||
#include "Profiler.h"
|
||||
#include "x64Emitter.h"
|
||||
#include "ABI.h"
|
||||
#include "MemoryUtil.h"
|
||||
#include "VertexShader.h"
|
||||
|
||||
#include "CPMemory.h"
|
||||
#include "NativeVertexFormat.h"
|
||||
|
||||
|
||||
class D3DVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
LPDIRECT3DVERTEXDECLARATION9 d3d_decl;
|
||||
|
||||
public:
|
||||
D3DVertexFormat();
|
||||
~D3DVertexFormat();
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers() const;
|
||||
};
|
||||
|
||||
|
||||
NativeVertexFormat *NativeVertexFormat::Create()
|
||||
{
|
||||
return new D3DVertexFormat();
|
||||
}
|
||||
|
||||
D3DVertexFormat::D3DVertexFormat() : d3d_decl(NULL)
|
||||
{
|
||||
}
|
||||
|
||||
D3DVertexFormat::~D3DVertexFormat()
|
||||
{
|
||||
if (d3d_decl)
|
||||
{
|
||||
d3d_decl->Release();
|
||||
d3d_decl = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
D3DDECLTYPE VarToD3D(VarType t)
|
||||
{
|
||||
static const D3DDECLTYPE lookup[5] =
|
||||
{
|
||||
D3DDECLTYPE_UBYTE4, D3DDECLTYPE_UBYTE4, D3DDECLTYPE_SHORT4N, D3DDECLTYPE_USHORT4N, D3DDECLTYPE_FLOAT3,
|
||||
};
|
||||
return lookup[t];
|
||||
}
|
||||
|
||||
// TODO: Ban signed bytes as normals - not likely that ATI supports them natively.
|
||||
// We probably won't see much of a speed loss, and any speed loss will be regained anyway
|
||||
// when we finally compile display lists.
|
||||
|
||||
void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
{
|
||||
D3DVERTEXELEMENT9 *elems = new D3DVERTEXELEMENT9[32];
|
||||
memset(elems, 0, sizeof(D3DVERTEXELEMENT9) * 32);
|
||||
|
||||
// There's only one stream and it's 0, so the above memset takes care of that - no need to set Stream.
|
||||
// Same for method.
|
||||
|
||||
// So, here we go. First position:
|
||||
int elem_idx = 0;
|
||||
elems[elem_idx].Offset = 0; // Positions are always first, at position 0.
|
||||
elems[elem_idx].Type = D3DDECLTYPE_FLOAT3;
|
||||
elems[elem_idx].Usage = D3DDECLUSAGE_POSITION;
|
||||
++elem_idx;
|
||||
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
if (_vtx_decl.normal_offset[i] >= 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.normal_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.normal_gl_type);
|
||||
elems[elem_idx].Usage = D3DDECLUSAGE_NORMAL;
|
||||
elems[elem_idx].UsageIndex = i;
|
||||
++elem_idx;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
if (_vtx_decl.color_offset[i] >= 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.color_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.color_gl_type);
|
||||
elems[elem_idx].Usage = D3DDECLUSAGE_COLOR;
|
||||
elems[elem_idx].UsageIndex = i;
|
||||
++elem_idx;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
if (_vtx_decl.texcoord_offset[i] >= 0)
|
||||
{
|
||||
elems[elem_idx].Offset = _vtx_decl.texcoord_offset[i];
|
||||
elems[elem_idx].Type = VarToD3D(_vtx_decl.texcoord_gl_type[i]);
|
||||
elems[elem_idx].Usage = D3DDECLUSAGE_TEXCOORD;
|
||||
elems[elem_idx].UsageIndex = i;
|
||||
++elem_idx;
|
||||
}
|
||||
}
|
||||
|
||||
if (vtx_decl.posmtx_offset != -1)
|
||||
{
|
||||
// glVertexAttribPointer(SHADER_POSMTX_ATTRIB, 4, GL_UNSIGNED_BYTE, GL_FALSE, vtx_decl.stride, (void *)vtx_decl.posmtx_offset);
|
||||
elems[elem_idx].Offset = _vtx_decl.posmtx_offset;
|
||||
elems[elem_idx].Usage = D3DDECLUSAGE_BLENDINDICES;
|
||||
elems[elem_idx].UsageIndex = 0;
|
||||
++elem_idx;
|
||||
}
|
||||
|
||||
if (FAILED(D3D::dev->CreateVertexDeclaration(elems, &d3d_decl)))
|
||||
{
|
||||
PanicAlert("Failed to create D3D vertex declaration!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
void D3DVertexFormat::SetupVertexPointers() const
|
||||
{
|
||||
D3D::dev->SetVertexDeclaration(d3d_decl);
|
||||
}
|
|
@ -33,7 +33,8 @@
|
|||
#include "TransformEngine.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "TextureCache.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
|
||||
#include "BPStructs.h"
|
||||
#include "XFStructs.h"
|
||||
|
|
|
@ -1,218 +1,134 @@
|
|||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "D3DBase.h"
|
||||
#include "Statistics.h"
|
||||
#include "Utils.h"
|
||||
#include "Profiler.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "BPMemory.h"
|
||||
#include "XFMemory.h"
|
||||
|
||||
|
||||
//I hope we don't get too many hash collisions :p
|
||||
//all these magic numbers are primes, it should help a bit
|
||||
tevhash GetCurrentTEV()
|
||||
{
|
||||
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
|
||||
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
|
||||
{
|
||||
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
|
||||
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
|
||||
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
|
||||
}
|
||||
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
|
||||
{
|
||||
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
|
||||
}
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
|
||||
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
|
||||
}
|
||||
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
|
||||
return hash;
|
||||
}
|
||||
|
||||
|
||||
PShaderCache::PSCache PShaderCache::pshaders;
|
||||
VShaderCache::VSCache VShaderCache::vshaders;
|
||||
|
||||
void PShaderCache::Init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void PShaderCache::Shutdown()
|
||||
{
|
||||
PSCache::iterator iter = pshaders.begin();
|
||||
for (;iter!=pshaders.end();iter++)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
void PShaderCache::SetShader()
|
||||
{
|
||||
if (D3D::GetShaderVersion() < 2)
|
||||
return; // we are screwed
|
||||
|
||||
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
|
||||
DVSTARTPROFILE();
|
||||
|
||||
tevhash currentHash = GetCurrentTEV();
|
||||
|
||||
PSCache::iterator iter;
|
||||
iter = pshaders.find(currentHash);
|
||||
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
iter->second.frameCount = frameCount;
|
||||
PSCacheEntry &entry = iter->second;
|
||||
if (!lastShader || entry.shader != lastShader)
|
||||
{
|
||||
D3D::dev->SetPixelShader(entry.shader);
|
||||
lastShader = entry.shader;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const char *code = GeneratePixelShader();
|
||||
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
|
||||
if (shader)
|
||||
{
|
||||
//Make an entry in the table
|
||||
PSCacheEntry newentry;
|
||||
newentry.shader = shader;
|
||||
newentry.frameCount = frameCount;
|
||||
pshaders[currentHash] = newentry;
|
||||
}
|
||||
|
||||
D3D::dev->SetPixelShader(shader);
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
|
||||
}
|
||||
|
||||
void PShaderCache::Cleanup()
|
||||
{
|
||||
PSCache::iterator iter;
|
||||
iter = pshaders.begin();
|
||||
|
||||
while (iter != pshaders.end())
|
||||
{
|
||||
PSCacheEntry &entry = iter->second;
|
||||
if (entry.frameCount < frameCount-30)
|
||||
{
|
||||
entry.Destroy();
|
||||
iter = pshaders.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
iter++;
|
||||
}
|
||||
}
|
||||
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
|
||||
}
|
||||
|
||||
|
||||
void VShaderCache::Init()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
void VShaderCache::Shutdown()
|
||||
{
|
||||
VSCache::iterator iter = vshaders.begin();
|
||||
for (; iter != vshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
void VShaderCache::SetShader()
|
||||
{
|
||||
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
|
||||
if (D3D::GetShaderVersion() < 2)
|
||||
return; // we are screwed
|
||||
|
||||
if (shader) {
|
||||
//D3D::dev->SetVertexShader(shader);
|
||||
return;
|
||||
}
|
||||
|
||||
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
|
||||
DVSTARTPROFILE();
|
||||
|
||||
tevhash currentHash = GetCurrentTEV();
|
||||
|
||||
VSCache::iterator iter;
|
||||
iter = vshaders.find(currentHash);
|
||||
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
iter->second.frameCount=frameCount;
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (!lastShader || entry.shader != lastShader)
|
||||
{
|
||||
D3D::dev->SetVertexShader(entry.shader);
|
||||
lastShader = entry.shader;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const char *code = GenerateVertexShader();
|
||||
shader = D3D::CompileVShader(code, int(strlen(code)));
|
||||
if (shader)
|
||||
{
|
||||
//Make an entry in the table
|
||||
VSCacheEntry entry;
|
||||
entry.shader = shader;
|
||||
entry.frameCount=frameCount;
|
||||
vshaders[currentHash] = entry;
|
||||
}
|
||||
|
||||
D3D::dev->SetVertexShader(shader);
|
||||
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
}
|
||||
|
||||
void VShaderCache::Cleanup()
|
||||
{
|
||||
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
|
||||
{
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (entry.frameCount < frameCount - 30)
|
||||
{
|
||||
entry.Destroy();
|
||||
iter = vshaders.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
}
|
||||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include "D3DBase.h"
|
||||
#include "Statistics.h"
|
||||
#include "Utils.h"
|
||||
#include "Profiler.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "BPMemory.h"
|
||||
#include "XFMemory.h"
|
||||
|
||||
|
||||
PShaderCache::PSCache PShaderCache::pshaders;
|
||||
|
||||
//I hope we don't get too many hash collisions :p
|
||||
//all these magic numbers are primes, it should help a bit
|
||||
tevhash GetCurrentTEV()
|
||||
{
|
||||
u32 hash = bpmem.genMode.numindstages + bpmem.genMode.numtevstages*11 + bpmem.genMode.numtexgens*8*17;
|
||||
for (int i = 0; i < (int)bpmem.genMode.numtevstages+1; i++)
|
||||
{
|
||||
hash = _rotl(hash,3) ^ (bpmem.combiners[i].colorC.hex*13);
|
||||
hash = _rotl(hash,7) ^ ((bpmem.combiners[i].alphaC.hex&0xFFFFFFFC)*3);
|
||||
hash = _rotl(hash,9) ^ xfregs.texcoords[i].texmtxinfo.projection*451;
|
||||
}
|
||||
for (int i = 0; i < (int)bpmem.genMode.numtevstages/2+1; i++)
|
||||
{
|
||||
hash = _rotl(hash,13) ^ (bpmem.tevorders[i].hex*7);
|
||||
}
|
||||
for (int i = 0; i < 8; i++)
|
||||
{
|
||||
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap1;
|
||||
hash = _rotl(hash,3) ^ bpmem.tevksel[i].swap2;
|
||||
}
|
||||
hash ^= bpmem.dstalpha.enable ^ 0xc0debabe;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp0*7;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.comp1*13;
|
||||
hash = _rotl(hash,4) ^ bpmem.alphaFunc.logic*11;
|
||||
return hash;
|
||||
}
|
||||
|
||||
|
||||
void PShaderCache::Init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void PShaderCache::Shutdown()
|
||||
{
|
||||
PSCache::iterator iter = pshaders.begin();
|
||||
for (;iter!=pshaders.end();iter++)
|
||||
iter->second.Destroy();
|
||||
pshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
void PShaderCache::SetShader()
|
||||
{
|
||||
if (D3D::GetShaderVersion() < 2)
|
||||
return; // we are screwed
|
||||
|
||||
static LPDIRECT3DPIXELSHADER9 lastShader = 0;
|
||||
DVSTARTPROFILE();
|
||||
|
||||
tevhash currentHash = GetCurrentTEV();
|
||||
|
||||
PSCache::iterator iter;
|
||||
iter = pshaders.find(currentHash);
|
||||
|
||||
if (iter != pshaders.end())
|
||||
{
|
||||
iter->second.frameCount = frameCount;
|
||||
PSCacheEntry &entry = iter->second;
|
||||
if (!lastShader || entry.shader != lastShader)
|
||||
{
|
||||
D3D::dev->SetPixelShader(entry.shader);
|
||||
lastShader = entry.shader;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const char *code = GeneratePixelShader();
|
||||
LPDIRECT3DPIXELSHADER9 shader = D3D::CompilePShader(code, int(strlen(code)));
|
||||
if (shader)
|
||||
{
|
||||
//Make an entry in the table
|
||||
PSCacheEntry newentry;
|
||||
newentry.shader = shader;
|
||||
newentry.frameCount = frameCount;
|
||||
pshaders[currentHash] = newentry;
|
||||
}
|
||||
|
||||
D3D::dev->SetPixelShader(shader);
|
||||
|
||||
INCSTAT(stats.numPixelShadersCreated);
|
||||
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
|
||||
}
|
||||
|
||||
void PShaderCache::Cleanup()
|
||||
{
|
||||
PSCache::iterator iter;
|
||||
iter = pshaders.begin();
|
||||
|
||||
while (iter != pshaders.end())
|
||||
{
|
||||
PSCacheEntry &entry = iter->second;
|
||||
if (entry.frameCount < frameCount-30)
|
||||
{
|
||||
entry.Destroy();
|
||||
iter = pshaders.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
iter++;
|
||||
}
|
||||
}
|
||||
SETSTAT(stats.numPixelShadersAlive, (int)pshaders.size());
|
||||
}
|
|
@ -1,97 +1,64 @@
|
|||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "D3DBase.h"
|
||||
|
||||
#include <map>
|
||||
#include "PixelShader.h"
|
||||
#include "VertexShader.h"
|
||||
|
||||
typedef u32 tevhash;
|
||||
|
||||
tevhash GetCurrentTEV();
|
||||
|
||||
|
||||
class PShaderCache
|
||||
{
|
||||
struct PSCacheEntry
|
||||
{
|
||||
LPDIRECT3DPIXELSHADER9 shader;
|
||||
//CGPShader shader;
|
||||
|
||||
int frameCount;
|
||||
PSCacheEntry()
|
||||
{
|
||||
shader=0;
|
||||
frameCount=0;
|
||||
}
|
||||
void Destroy()
|
||||
{
|
||||
if (shader)
|
||||
shader->Release();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
typedef std::map<tevhash,PSCacheEntry> PSCache;
|
||||
|
||||
static PSCache pshaders;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader();
|
||||
};
|
||||
|
||||
|
||||
|
||||
class VShaderCache
|
||||
{
|
||||
struct VSCacheEntry
|
||||
{
|
||||
LPDIRECT3DVERTEXSHADER9 shader;
|
||||
//CGVShader shader;
|
||||
int frameCount;
|
||||
VSCacheEntry()
|
||||
{
|
||||
shader=0;
|
||||
frameCount=0;
|
||||
}
|
||||
void Destroy()
|
||||
{
|
||||
if (shader)
|
||||
shader->Release();
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<tevhash,VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader();
|
||||
};
|
||||
|
||||
void InitCG();
|
||||
void ShutdownCG();
|
||||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _PIXELSHADERMANAGER_H
|
||||
#define _PIXELSHADERMANAGER_H
|
||||
|
||||
#include "D3DBase.h"
|
||||
|
||||
#include <map>
|
||||
#include "PixelShader.h"
|
||||
#include "VertexShader.h"
|
||||
|
||||
typedef u32 tevhash;
|
||||
|
||||
tevhash GetCurrentTEV();
|
||||
|
||||
class PShaderCache
|
||||
{
|
||||
struct PSCacheEntry
|
||||
{
|
||||
LPDIRECT3DPIXELSHADER9 shader;
|
||||
//CGPShader shader;
|
||||
|
||||
int frameCount;
|
||||
PSCacheEntry()
|
||||
{
|
||||
shader = 0;
|
||||
frameCount = 0;
|
||||
}
|
||||
void Destroy()
|
||||
{
|
||||
if (shader)
|
||||
shader->Release();
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
typedef std::map<tevhash, PSCacheEntry> PSCache;
|
||||
|
||||
static PSCache pshaders;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader();
|
||||
};
|
||||
|
||||
|
||||
#endif // _PIXELSHADERMANAGER_H
|
|
@ -29,7 +29,8 @@
|
|||
#include "XFStructs.h"
|
||||
#include "D3DPostprocess.h"
|
||||
#include "D3DUtil.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "TextureCache.h"
|
||||
#include "Utils.h"
|
||||
#include "EmuWindow.h"
|
||||
|
@ -171,7 +172,8 @@ void Renderer::ReinitView()
|
|||
xScale = width/640.0f;
|
||||
yScale = height/480.0f;
|
||||
|
||||
RECT rc = {
|
||||
RECT rc =
|
||||
{
|
||||
(LONG)(m_x*xScale), (LONG)(m_y*yScale), (LONG)(m_width*xScale), (LONG)(m_height*yScale)
|
||||
};
|
||||
}
|
||||
|
@ -198,24 +200,24 @@ void Renderer::SwapBuffers(void)
|
|||
{
|
||||
char st[2048];
|
||||
char *p = st;
|
||||
p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated);
|
||||
p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive);
|
||||
p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated);
|
||||
p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive);
|
||||
p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated);
|
||||
p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive);
|
||||
p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled);
|
||||
p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated);
|
||||
p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive);
|
||||
p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims);
|
||||
p+=sprintf(p,"Num primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
|
||||
p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims);
|
||||
p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads);
|
||||
p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
|
||||
p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads);
|
||||
p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
|
||||
p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads);
|
||||
p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
|
||||
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
|
||||
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
|
||||
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
|
||||
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
|
||||
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
|
||||
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
|
||||
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
|
||||
p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
|
||||
p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
|
||||
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
|
||||
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
|
||||
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
|
||||
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
|
||||
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
|
||||
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
|
||||
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
|
||||
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
|
||||
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
|
||||
|
||||
D3D::font.DrawTextScaled(0,30,20,20,0.0f,0xFF00FFFF,st,false);
|
||||
|
||||
|
@ -270,7 +272,7 @@ void Renderer::SwapBuffers(void)
|
|||
u32 clearColor = (bpmem.clearcolorAR<<16)|bpmem.clearcolorGB;
|
||||
// clearColor |= 0x003F003F;
|
||||
// D3D::BeginFrame(true,clearColor,1.0f);
|
||||
D3D::BeginFrame(false,clearColor,1.0f);
|
||||
D3D::BeginFrame(false, clearColor, 1.0f);
|
||||
// D3D::EnableAlphaToCoverage();
|
||||
|
||||
Postprocess::BeginFrame();
|
||||
|
@ -280,15 +282,6 @@ void Renderer::SwapBuffers(void)
|
|||
D3D::font.SetRenderStates(); //compatibility with low end cards
|
||||
}
|
||||
|
||||
void Renderer::Flush(void)
|
||||
{
|
||||
// render the rest of the vertex buffer
|
||||
//only to be used for debugging purposes
|
||||
//D3D::EndFrame();
|
||||
|
||||
//D3D::BeginFrame(false,0);
|
||||
}
|
||||
|
||||
void Renderer::SetViewport(float* _Viewport)
|
||||
{
|
||||
Viewport* pViewport = (Viewport*)_Viewport;
|
||||
|
|
|
@ -44,17 +44,15 @@ public:
|
|||
static void Init(SVideoInitialize &_VideoInitialize);
|
||||
static void Shutdown();
|
||||
|
||||
// initialize opengl standard values (like view port)
|
||||
static void Initialize(void);
|
||||
|
||||
// must be called if the window size has changed
|
||||
static void ReinitView(void);
|
||||
//
|
||||
// --- Render Functions ---
|
||||
//
|
||||
|
||||
static void SwapBuffers(void);
|
||||
static void Flush(void);
|
||||
static float GetXScale(){return xScale;}
|
||||
static float GetYScale(){return yScale;}
|
||||
|
||||
static float GetXScale() {return xScale;}
|
||||
static float GetYScale() {return yScale;}
|
||||
|
||||
static void SetScissorBox(RECT &rc);
|
||||
static void SetViewport(float* _Viewport);
|
||||
|
@ -108,8 +106,8 @@ public:
|
|||
* @param pVertexStreamZeroData User memory pointer to the vertex data.
|
||||
* @param VertexStreamZeroStride The number of bytes of data for each vertex.
|
||||
*/
|
||||
static void DrawPrimitiveUP( D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
|
||||
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride );
|
||||
static void DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount,
|
||||
const void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
|
||||
|
||||
/**
|
||||
* Renders a sequence of non indexed, geometric primitives of the specified type from the current set of data input streams.
|
||||
|
@ -117,7 +115,7 @@ public:
|
|||
* @param StartVertex Index of the first vertex to load.
|
||||
* @param PrimitiveCount Number of primitives to render.
|
||||
*/
|
||||
static void DrawPrimitive( D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount );
|
||||
static void DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
|
||||
};
|
||||
|
||||
#endif // __H_RENDER__
|
||||
|
|
|
@ -27,7 +27,8 @@
|
|||
#include "IndexGenerator.h"
|
||||
#include "BPStructs.h"
|
||||
#include "XFStructs.h"
|
||||
#include "ShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "Utils.h"
|
||||
|
||||
using namespace D3D;
|
||||
|
|
|
@ -0,0 +1,110 @@
|
|||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "D3DBase.h"
|
||||
#include "Statistics.h"
|
||||
#include "Utils.h"
|
||||
#include "Profiler.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "BPMemory.h"
|
||||
#include "XFMemory.h"
|
||||
|
||||
VShaderCache::VSCache VShaderCache::vshaders;
|
||||
|
||||
void VShaderCache::Init()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
|
||||
void VShaderCache::Shutdown()
|
||||
{
|
||||
VSCache::iterator iter = vshaders.begin();
|
||||
for (; iter != vshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
vshaders.clear();
|
||||
}
|
||||
|
||||
|
||||
void VShaderCache::SetShader()
|
||||
{
|
||||
static LPDIRECT3DVERTEXSHADER9 shader = NULL;
|
||||
if (D3D::GetShaderVersion() < 2)
|
||||
return; // we are screwed
|
||||
|
||||
if (shader) {
|
||||
//D3D::dev->SetVertexShader(shader);
|
||||
return;
|
||||
}
|
||||
|
||||
static LPDIRECT3DVERTEXSHADER9 lastShader = 0;
|
||||
DVSTARTPROFILE();
|
||||
|
||||
u32 currentHash = 0x1337; // GetCurrentTEV();
|
||||
|
||||
VSCache::iterator iter;
|
||||
iter = vshaders.find(currentHash);
|
||||
|
||||
if (iter != vshaders.end())
|
||||
{
|
||||
iter->second.frameCount=frameCount;
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (!lastShader || entry.shader != lastShader)
|
||||
{
|
||||
D3D::dev->SetVertexShader(entry.shader);
|
||||
lastShader = entry.shader;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const char *code = GenerateVertexShader();
|
||||
shader = D3D::CompileVShader(code, int(strlen(code)));
|
||||
if (shader)
|
||||
{
|
||||
//Make an entry in the table
|
||||
VSCacheEntry entry;
|
||||
entry.shader = shader;
|
||||
entry.frameCount=frameCount;
|
||||
vshaders[currentHash] = entry;
|
||||
}
|
||||
|
||||
D3D::dev->SetVertexShader(shader);
|
||||
|
||||
INCSTAT(stats.numVertexShadersCreated);
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
}
|
||||
|
||||
void VShaderCache::Cleanup()
|
||||
{
|
||||
for (VSCache::iterator iter=vshaders.begin(); iter!=vshaders.end();)
|
||||
{
|
||||
VSCacheEntry &entry = iter->second;
|
||||
if (entry.frameCount < frameCount - 30)
|
||||
{
|
||||
entry.Destroy();
|
||||
iter = vshaders.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
|
||||
}
|
|
@ -0,0 +1,57 @@
|
|||
// Copyright (C) 2003-2008 Dolphin Project.
|
||||
|
||||
// This program is free software: you can redistribute it and/or modify
|
||||
// it under the terms of the GNU General Public License as published by
|
||||
// the Free Software Foundation, version 2.0.
|
||||
|
||||
// This program is distributed in the hope that it will be useful,
|
||||
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
// GNU General Public License 2.0 for more details.
|
||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
|
||||
// If not, see http://www.gnu.org/licenses/
|
||||
|
||||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
#ifndef _VERTEXSHADERMANAGER_H
|
||||
#define _VERTEXSHADERMANAGER_H
|
||||
|
||||
#include "D3DBase.h"
|
||||
|
||||
#include <map>
|
||||
|
||||
#include "PixelShader.h"
|
||||
#include "VertexShader.h"
|
||||
|
||||
class VShaderCache
|
||||
{
|
||||
struct VSCacheEntry
|
||||
{
|
||||
LPDIRECT3DVERTEXSHADER9 shader;
|
||||
int frameCount;
|
||||
VSCacheEntry()
|
||||
{
|
||||
shader = 0;
|
||||
frameCount = 0;
|
||||
}
|
||||
void Destroy()
|
||||
{
|
||||
if (shader)
|
||||
shader->Release();
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::map<u32, VSCacheEntry> VSCache;
|
||||
|
||||
static VSCache vshaders;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
static void Cleanup();
|
||||
static void Shutdown();
|
||||
static void SetShader();
|
||||
};
|
||||
|
||||
#endif // _VERTEXSHADERMANAGER_H
|
|
@ -461,12 +461,12 @@ void BPWritten(int addr, int changes, int newval)
|
|||
}
|
||||
else {
|
||||
// EFB to XFB
|
||||
if(g_Config.bUseXFB)
|
||||
if (g_Config.bUseXFB)
|
||||
{
|
||||
// the number of lines copied is determined by the y scale * source efb height
|
||||
float yScale = bpmem.dispcopyyscale / 256.0f;
|
||||
float xfbLines = bpmem.copyTexSrcWH.y + 1.0f * yScale;
|
||||
XFB_Write(Memory_GetPtr(bpmem.copyTexDest<<5), multirc, (bpmem.copyMipMapStrideChannels << 4), (int)xfbLines);
|
||||
XFB_Write(Memory_GetPtr(bpmem.copyTexDest << 5), multirc, (bpmem.copyMipMapStrideChannels << 4), (int)xfbLines);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -140,7 +140,6 @@ void UpdateFPSDisplay(const char *text)
|
|||
char temp[512];
|
||||
sprintf(temp, "SVN R%s: GL: %s", SVN_REV_STR, text);
|
||||
OpenGL_SetWindowText(temp);
|
||||
|
||||
}
|
||||
|
||||
// =======================================================================================
|
||||
|
@ -148,9 +147,9 @@ void UpdateFPSDisplay(const char *text)
|
|||
bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight)
|
||||
{
|
||||
int _twidth, _theight;
|
||||
if(g_Config.bFullscreen)
|
||||
if (g_Config.bFullscreen)
|
||||
{
|
||||
if(strlen(g_Config.iFSResolution) > 1)
|
||||
if (strlen(g_Config.iFSResolution) > 1)
|
||||
{
|
||||
sscanf(g_Config.iFSResolution, "%dx%d", &_twidth, &_theight);
|
||||
}
|
||||
|
@ -162,7 +161,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
|
|||
}
|
||||
else // Going Windowed
|
||||
{
|
||||
if(strlen(g_Config.iWindowedRes) > 1)
|
||||
if (strlen(g_Config.iWindowedRes) > 1)
|
||||
{
|
||||
sscanf(g_Config.iWindowedRes, "%dx%d", &_twidth, &_theight);
|
||||
}
|
||||
|
@ -189,7 +188,7 @@ bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _iwidth, int _iheight
|
|||
float FactorH = 480.0f / (float)nBackbufferHeight;
|
||||
float Max = (FactorW < FactorH) ? FactorH : FactorW;
|
||||
|
||||
if(g_Config.bStretchToFit)
|
||||
if (g_Config.bStretchToFit)
|
||||
{
|
||||
MValueX = 1.0f / FactorW;
|
||||
MValueY = 1.0f / FactorH;
|
||||
|
@ -608,7 +607,7 @@ void OpenGL_Update()
|
|||
int height = rcWindow.bottom - rcWindow.top;
|
||||
|
||||
if (EmuWindow::GetParentWnd() != 0)
|
||||
::MoveWindow(EmuWindow::GetWnd(), 0,0,width,height, FALSE);
|
||||
::MoveWindow(EmuWindow::GetWnd(), 0, 0, width, height, FALSE);
|
||||
|
||||
nBackbufferWidth = width;
|
||||
nBackbufferHeight = height;
|
||||
|
|
|
@ -38,6 +38,17 @@
|
|||
#define DEBUG_LOG(...)
|
||||
#endif
|
||||
|
||||
enum {
|
||||
EFB_WIDTH = 640,
|
||||
EFB_HEIGHT = 528,
|
||||
};
|
||||
|
||||
enum {
|
||||
XFB_WIDTH = 640,
|
||||
XFB_HEIGHT = 480, // 528 is max height ... ? or 538?
|
||||
// TODO: figure out what to do with PAL
|
||||
};
|
||||
|
||||
void DebugLog(const char* _fmt, ...);
|
||||
void __Log(const char *format, ...);
|
||||
void __Log(int type, const char *format, ...);
|
||||
|
|
|
@ -48,7 +48,25 @@ DECLARE_IMPORT(glColorPointer);
|
|||
DECLARE_IMPORT(glTexCoordPointer);
|
||||
#endif
|
||||
|
||||
NativeVertexFormat::NativeVertexFormat()
|
||||
class GLVertexFormat : public NativeVertexFormat
|
||||
{
|
||||
u8 *m_compiledCode;
|
||||
PortableVertexDeclaration vtx_decl;
|
||||
|
||||
public:
|
||||
GLVertexFormat();
|
||||
~GLVertexFormat();
|
||||
virtual void Initialize(const PortableVertexDeclaration &_vtx_decl);
|
||||
virtual void SetupVertexPointers() const;
|
||||
};
|
||||
|
||||
|
||||
NativeVertexFormat *NativeVertexFormat::Create()
|
||||
{
|
||||
return new GLVertexFormat();
|
||||
}
|
||||
|
||||
GLVertexFormat::GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
m_compiledCode = (u8 *)AllocateExecutableMemory(COMPILED_CODE_SIZE, false);
|
||||
|
@ -58,7 +76,7 @@ NativeVertexFormat::NativeVertexFormat()
|
|||
#endif
|
||||
}
|
||||
|
||||
NativeVertexFormat::~NativeVertexFormat()
|
||||
GLVertexFormat::~GLVertexFormat()
|
||||
{
|
||||
#ifdef USE_JIT
|
||||
FreeMemoryPages(m_compiledCode, COMPILED_CODE_SIZE);
|
||||
|
@ -72,7 +90,7 @@ inline GLuint VarToGL(VarType t)
|
|||
return lookup[t];
|
||||
}
|
||||
|
||||
void NativeVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
||||
{
|
||||
using namespace Gen;
|
||||
|
||||
|
@ -148,7 +166,7 @@ void NativeVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
|
|||
this->vtx_decl = _vtx_decl;
|
||||
}
|
||||
|
||||
void NativeVertexFormat::SetupVertexPointers() const {
|
||||
void GLVertexFormat::SetupVertexPointers() const {
|
||||
// Cast a pointer to compiled code to a pointer to a function taking no parameters, through a (void *) cast first to
|
||||
// get around type checking errors, and call it.
|
||||
#ifdef USE_JIT
|
||||
|
|
|
@ -43,17 +43,17 @@
|
|||
#include "VertexLoader.h"
|
||||
#include "XFB.h"
|
||||
#include "Timer.h"
|
||||
#include "Logging/Logging.h" // for Logging()
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
#include "Debugger/Debugger.h" // for the CDebugger class
|
||||
#endif
|
||||
#include "Logging/Logging.h" // for Logging()
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "OS/Win32.h"
|
||||
#else
|
||||
#endif
|
||||
//#define USE_AA
|
||||
#define AA_AMMOUNT 16
|
||||
|
||||
struct MESSAGE
|
||||
{
|
||||
MESSAGE() {}
|
||||
|
@ -63,31 +63,39 @@ struct MESSAGE
|
|||
};
|
||||
|
||||
CGcontext g_cgcontext;
|
||||
CGprofile g_cgvProf, g_cgfProf;
|
||||
CGprofile g_cgvProf;
|
||||
CGprofile g_cgfProf;
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
extern CDebugger* m_frame; // the debugging class
|
||||
#endif
|
||||
|
||||
static int g_MaxTexWidth = 0, g_MaxTexHeight = 0;
|
||||
static RasterFont* s_pfont = NULL;
|
||||
static std::list<MESSAGE> s_listMsgs;
|
||||
|
||||
static bool s_bFullscreen = false;
|
||||
static bool s_bOutputCgErrors = true;
|
||||
|
||||
static int nZBufferRender = 0; // if > 0, then using zbuffer render
|
||||
static u32 s_uFramebuffer = 0;
|
||||
static u32 s_RenderTargets[1] = {0}, s_DepthTarget = 0, s_ZBufferTarget = 0;
|
||||
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
|
||||
|
||||
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
|
||||
static GLuint s_uFramebuffer = 0;
|
||||
|
||||
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
|
||||
static GLuint s_RenderTarget = 0;
|
||||
static GLuint s_DepthTarget = 0;
|
||||
static GLuint s_ZBufferTarget = 0;
|
||||
|
||||
static bool s_bATIDrawBuffers = false;
|
||||
static bool s_bHaveStencilBuffer = false;
|
||||
|
||||
static bool s_bATIDrawBuffers = false, s_bHaveStencilBuffer = false;
|
||||
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
|
||||
static int s_nCurTarget = 0;
|
||||
bool g_bBlendLogicOp = false;
|
||||
|
||||
int frameCount;
|
||||
|
||||
void HandleCgError(CGcontext ctx, CGerror err, void* appdata);
|
||||
void HandleCgError(CGcontext ctx, CGerror err, void *appdata);
|
||||
|
||||
bool Renderer::Create2()
|
||||
bool Renderer::Init()
|
||||
{
|
||||
bool bSuccess = true;
|
||||
GLenum err = GL_NO_ERROR;
|
||||
|
@ -96,16 +104,16 @@ bool Renderer::Create2()
|
|||
cgSetErrorHandler(HandleCgError, NULL);
|
||||
|
||||
// fill the opengl extension map
|
||||
const char* ptoken = (const char*)glGetString( GL_EXTENSIONS );
|
||||
const char* ptoken = (const char*)glGetString(GL_EXTENSIONS);
|
||||
if (ptoken == NULL) return false;
|
||||
|
||||
__Log("Supported OpenGL Extensions:\n");
|
||||
__Log(ptoken); // write to the log file
|
||||
__Log("\n");
|
||||
|
||||
if( strstr(ptoken, "GL_EXT_blend_logic_op") != NULL )
|
||||
if (strstr(ptoken, "GL_EXT_blend_logic_op") != NULL)
|
||||
g_bBlendLogicOp = true;
|
||||
if( strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
|
||||
if (strstr(ptoken, "ATI_draw_buffers") != NULL && strstr(ptoken, "ARB_draw_buffers") == NULL)
|
||||
//Checks if it ONLY has the ATI_draw_buffers extension, some have both
|
||||
s_bATIDrawBuffers = true;
|
||||
|
||||
|
@ -154,8 +162,11 @@ bool Renderer::Create2()
|
|||
#endif
|
||||
|
||||
// check the max texture width and height
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&g_MaxTexWidth);
|
||||
g_MaxTexHeight = g_MaxTexWidth;
|
||||
GLint max_texture_size;
|
||||
glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size);
|
||||
if (max_texture_size < 1024) {
|
||||
ERROR_LOG("GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024", max_texture_size);
|
||||
}
|
||||
|
||||
GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) bSuccess = false;
|
||||
|
@ -163,44 +174,40 @@ bool Renderer::Create2()
|
|||
if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers)
|
||||
glDrawBuffers = glDrawBuffersARB;
|
||||
|
||||
glGenFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer);
|
||||
glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer);
|
||||
if (s_uFramebuffer == 0) {
|
||||
ERROR_LOG("failed to create the renderbuffer\n");
|
||||
}
|
||||
|
||||
_assert_( glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT );
|
||||
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
|
||||
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
|
||||
// The size of the framebuffer targets should really NOT be the size of the OpenGL viewport.
|
||||
// The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines.
|
||||
// So the below is wrong.
|
||||
int nBackbufferWidth = (int)OpenGL_GetWidth();
|
||||
int nBackbufferHeight = (int)OpenGL_GetHeight();
|
||||
|
||||
// create the framebuffer targets
|
||||
glGenTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
|
||||
for(u32 i = 0; i < ARRAYSIZE(s_RenderTargets); ++i) {
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[i]);
|
||||
// initialize to default
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if( glGetError() != GL_NO_ERROR) {
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
GL_REPORT_ERROR();
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
#ifdef USE_AA
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_RenderTargets[i]);
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
|
||||
#endif
|
||||
// Create the framebuffer target
|
||||
glGenTextures(1, (GLuint *)&s_RenderTarget);
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
|
||||
// initialize to default
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, nBackbufferWidth, nBackbufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if (glGetError() != GL_NO_ERROR) {
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
GL_REPORT_ERROR();
|
||||
}
|
||||
s_nCurTarget = 0;
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
int nMaxMRT = 0;
|
||||
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, (GLint *)&nMaxMRT);
|
||||
|
||||
if (nMaxMRT > 1) {
|
||||
// create zbuffer target
|
||||
glGenTextures(1, (GLuint *)&s_ZBufferTarget);
|
||||
|
@ -209,27 +216,19 @@ bool Renderer::Create2()
|
|||
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
if( glGetError() != GL_NO_ERROR) {
|
||||
if (glGetError() != GL_NO_ERROR) {
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
||||
GL_REPORT_ERROR();
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
#ifdef USE_AA
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ZBufferTarget);
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
|
||||
#endif
|
||||
}
|
||||
|
||||
// create the depth buffer
|
||||
glGenRenderbuffersEXT( 1, (GLuint *)&s_DepthTarget);
|
||||
glGenRenderbuffersEXT(1, (GLuint *)&s_DepthTarget);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
#ifdef USE_AA
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, AA_AMMOUNT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
|
||||
#else
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, nBackbufferWidth, nBackbufferHeight);
|
||||
#endif
|
||||
|
||||
if (glGetError() != GL_NO_ERROR) {
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, nBackbufferWidth, nBackbufferHeight);
|
||||
|
@ -241,24 +240,18 @@ bool Renderer::Create2()
|
|||
GL_REPORT_ERROR();
|
||||
|
||||
// set as render targets
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget], 0 );
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
|
||||
|
||||
#ifdef USE_AA
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
|
||||
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
#endif
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
if (s_ZBufferTarget != 0) {
|
||||
// test to make sure it works
|
||||
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget, 0);
|
||||
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
|
||||
glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
|
||||
if( bFailed ) {
|
||||
if (bFailed) {
|
||||
glDeleteTextures(1, (GLuint *)&s_ZBufferTarget);
|
||||
s_ZBufferTarget = 0;
|
||||
}
|
||||
|
@ -267,7 +260,7 @@ bool Renderer::Create2()
|
|||
if (s_ZBufferTarget == 0)
|
||||
ERROR_LOG("disabling ztarget mrt feature (max mrt=%d)\n", nMaxMRT);
|
||||
|
||||
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget );
|
||||
//glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
nZBufferRender = 0;
|
||||
|
@ -278,9 +271,6 @@ bool Renderer::Create2()
|
|||
|
||||
s_pfont = new RasterFont();
|
||||
|
||||
SetAA(g_Config.iMultisampleMode);
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
// load the effect, find the best profiles (if any)
|
||||
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
|
||||
ERROR_LOG("arbvp1 not supported\n");
|
||||
|
@ -292,7 +282,7 @@ bool Renderer::Create2()
|
|||
}
|
||||
|
||||
g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX);
|
||||
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);//CG_PROFILE_ARBFP1;
|
||||
g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT);
|
||||
cgGLSetOptimalOptions(g_cgvProf);
|
||||
cgGLSetOptimalOptions(g_cgfProf);
|
||||
|
||||
|
@ -305,22 +295,21 @@ bool Renderer::Create2()
|
|||
__Log("max program env parameters: vert=%d, frag=%d\n", nenvvertparams, nenvfragparams);
|
||||
__Log("max program address register parameters: vert=%d, frag=%d\n", naddrregisters[0], naddrregisters[1]);
|
||||
|
||||
if( nenvvertparams < 238 )
|
||||
if (nenvvertparams < 238)
|
||||
ERROR_LOG("not enough vertex shader environment constants!!\n");
|
||||
|
||||
#ifndef _DEBUG
|
||||
cgGLSetDebugMode(GL_FALSE);
|
||||
#endif
|
||||
|
||||
if( cgGetError() != CG_NO_ERROR ) {
|
||||
if (cgGetError() != CG_NO_ERROR) {
|
||||
ERROR_LOG("cg error\n");
|
||||
return false;
|
||||
}
|
||||
|
||||
//glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
//glEnable(GL_POLYGON_OFFSET_LINE);
|
||||
//glPolygonOffset(0, 1);
|
||||
if (!Initialize())
|
||||
s_RenderMode = Renderer::RM_Normal;
|
||||
|
||||
if (!InitializeGL())
|
||||
return false;
|
||||
|
||||
XFB_Init();
|
||||
|
@ -334,26 +323,25 @@ void Renderer::Shutdown(void)
|
|||
|
||||
XFB_Shutdown();
|
||||
|
||||
if (g_cgcontext != 0) {
|
||||
if (g_cgcontext) {
|
||||
cgDestroyContext(g_cgcontext);
|
||||
g_cgcontext = 0;
|
||||
}
|
||||
|
||||
if (s_RenderTargets[0]) {
|
||||
glDeleteTextures(ARRAYSIZE(s_RenderTargets), (GLuint *)s_RenderTargets);
|
||||
memset(s_RenderTargets, 0, sizeof(s_RenderTargets));
|
||||
if (s_RenderTarget) {
|
||||
glDeleteTextures(1, &s_RenderTarget);
|
||||
s_RenderTarget = 0;
|
||||
}
|
||||
if (s_DepthTarget) {
|
||||
glDeleteRenderbuffersEXT(1, (GLuint *)&s_DepthTarget); s_DepthTarget = 0;
|
||||
glDeleteRenderbuffersEXT(1, &s_DepthTarget);
|
||||
s_DepthTarget = 0;
|
||||
}
|
||||
if (s_uFramebuffer != 0) {
|
||||
glDeleteFramebuffersEXT( 1, (GLuint *)&s_uFramebuffer);
|
||||
if (s_uFramebuffer) {
|
||||
glDeleteFramebuffersEXT(1, &s_uFramebuffer);
|
||||
s_uFramebuffer = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool Renderer::Initialize()
|
||||
bool Renderer::InitializeGL()
|
||||
{
|
||||
glStencilFunc(GL_ALWAYS, 0, 0);
|
||||
glBlendFunc(GL_ONE, GL_ONE);
|
||||
|
@ -394,8 +382,6 @@ bool Renderer::Initialize()
|
|||
glClientActiveTexture(GL_TEXTURE0);
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
s_RenderMode = Renderer::RM_Normal;
|
||||
|
||||
GLenum err = GL_NO_ERROR;
|
||||
GL_REPORT_ERROR();
|
||||
|
||||
|
@ -439,7 +425,7 @@ void Renderer::ProcessMessages()
|
|||
}
|
||||
}
|
||||
|
||||
if(!wasEnabled) glDisable(GL_BLEND);
|
||||
if (!wasEnabled) glDisable(GL_BLEND);
|
||||
}
|
||||
|
||||
void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
|
||||
|
@ -455,11 +441,6 @@ void Renderer::RenderText(const char* pstr, int left, int top, u32 color)
|
|||
s_pfont->printMultilineText(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight,0,nBackbufferWidth,nBackbufferHeight);
|
||||
}
|
||||
|
||||
void Renderer::SetAA(int aa)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void Renderer::ReinitView(int nNewWidth, int nNewHeight)
|
||||
{
|
||||
int oldscreen = s_bFullscreen;
|
||||
|
@ -467,7 +448,7 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
|
|||
OpenGL_Shutdown();
|
||||
int oldwidth = (int)OpenGL_GetWidth(),
|
||||
oldheight = (int)OpenGL_GetHeight();
|
||||
if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7) ) {
|
||||
if (!OpenGL_Create(g_VideoInitialize, nNewWidth, nNewHeight)) {//nNewWidth&~7, nNewHeight&~7)) {
|
||||
ERROR_LOG("Failed to recreate, reverting to old settings\n");
|
||||
if (!OpenGL_Create(g_VideoInitialize, oldwidth, oldheight)) {
|
||||
g_VideoInitialize.pSysMessage("Failed to revert, exiting...\n");
|
||||
|
@ -487,7 +468,7 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
|
|||
RECT rcdesktop;
|
||||
GetWindowRect(GetDesktopWindow(), &rcdesktop);
|
||||
|
||||
SetWindowLong( EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle );
|
||||
SetWindowLong(EmuWindow::GetWnd(), GWL_STYLE, EmuWindow::g_winstyle);
|
||||
SetWindowPos(EmuWindow::GetWnd(), HWND_TOP, ((rcdesktop.right-rcdesktop.left)-(rc.right-rc.left))/2,
|
||||
((rcdesktop.bottom-rcdesktop.top)-(rc.bottom-rc.top))/2,
|
||||
rc.right-rc.left, rc.bottom-rc.top, SWP_SHOWWINDOW);
|
||||
|
@ -499,39 +480,48 @@ void Renderer::ReinitView(int nNewWidth, int nNewHeight)
|
|||
OpenGL_SetSize(nNewWidth > 16 ? nNewWidth : 16,
|
||||
nNewHeight > 16 ? nNewHeight : 16);
|
||||
}
|
||||
|
||||
int Renderer::GetTargetWidth()
|
||||
{
|
||||
return (g_Config.bStretchToFit?640:(int)OpenGL_GetWidth());
|
||||
return (g_Config.bStretchToFit ? 640 : (int)OpenGL_GetWidth());
|
||||
}
|
||||
|
||||
int Renderer::GetTargetHeight()
|
||||
{
|
||||
return (g_Config.bStretchToFit?480:(int)OpenGL_GetHeight());
|
||||
return (g_Config.bStretchToFit ? 480 : (int)OpenGL_GetHeight());
|
||||
}
|
||||
|
||||
bool Renderer::CanBlendLogicOp()
|
||||
{
|
||||
return g_bBlendLogicOp;
|
||||
return g_bBlendLogicOp;
|
||||
}
|
||||
|
||||
void Renderer::SetRenderTarget(u32 targ)
|
||||
void Renderer::SetRenderTarget(GLuint targ)
|
||||
{
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, targ!=0?targ:s_RenderTargets[s_nCurTarget], 0 );
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB,
|
||||
targ != 0 ? targ : s_RenderTarget, 0);
|
||||
}
|
||||
|
||||
void Renderer::SetDepthTarget(u32 targ)
|
||||
void Renderer::SetDepthTarget(GLuint targ)
|
||||
{
|
||||
glFramebufferRenderbufferEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, targ != 0 ? targ : s_DepthTarget );
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
|
||||
targ != 0 ? targ : s_DepthTarget);
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(u32 fb)
|
||||
void Renderer::SetFramebuffer(GLuint fb)
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT,
|
||||
fb != 0 ? fb : s_uFramebuffer);
|
||||
}
|
||||
|
||||
u32 Renderer::GetRenderTarget()
|
||||
GLuint Renderer::GetRenderTarget()
|
||||
{
|
||||
return s_RenderTargets[s_nCurTarget];
|
||||
return s_RenderTarget;
|
||||
}
|
||||
|
||||
GLuint Renderer::GetZBufferTarget()
|
||||
{
|
||||
return nZBufferRender > 0 ? s_ZBufferTarget : 0;
|
||||
}
|
||||
|
||||
void Renderer::ResetGLState()
|
||||
|
@ -554,7 +544,7 @@ void Renderer::RestoreGLState()
|
|||
if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE);
|
||||
if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST);
|
||||
if (bpmem.blendmode.blendenable) glEnable(GL_BLEND);
|
||||
if(bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
|
||||
if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE);
|
||||
|
||||
glEnable(GL_VERTEX_PROGRAM_ARB);
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
|
@ -571,8 +561,6 @@ void Renderer::SetColorMask()
|
|||
glColorMask(GL_TRUE,GL_TRUE,GL_TRUE,GL_FALSE);
|
||||
}
|
||||
|
||||
|
||||
// =======================================================================================
|
||||
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
|
||||
// case 0x52 > SetScissorRect()
|
||||
// ---------------
|
||||
|
@ -581,7 +569,6 @@ void Renderer::SetColorMask()
|
|||
// bpmem.scissorTL.x, y = 342x342
|
||||
// bpmem.scissorBR.x, y = 981x821
|
||||
// Renderer::GetTargetHeight() = the fixed ini file setting
|
||||
// ---------------
|
||||
bool Renderer::SetScissorRect()
|
||||
{
|
||||
int xoff = bpmem.scissorOffset.x * 2 - 342;
|
||||
|
@ -610,11 +597,11 @@ bool Renderer::SetScissorRect()
|
|||
xoff, yoff
|
||||
);*/
|
||||
|
||||
if (rc_right >= rc_left && rc_bottom >= rc_top )
|
||||
if (rc_right >= rc_left && rc_bottom >= rc_top)
|
||||
{
|
||||
glScissor(
|
||||
(int)rc_left, // x = 0
|
||||
Renderer::GetTargetHeight()-(int)(rc_bottom), // y = 0
|
||||
Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0
|
||||
(int)(rc_right-rc_left), // y = 0
|
||||
(int)(rc_bottom-rc_top) // y = 0
|
||||
);
|
||||
|
@ -624,7 +611,6 @@ bool Renderer::SetScissorRect()
|
|||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool Renderer::IsUsingATIDrawBuffers()
|
||||
{
|
||||
return s_bATIDrawBuffers;
|
||||
|
@ -662,7 +648,7 @@ void Renderer::FlushZBufferAlphaToTarget()
|
|||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ZBufferTarget);
|
||||
TextureMngr::EnableTexRECT(0);
|
||||
// disable all other stages
|
||||
for(int i = 1; i < 8; ++i)
|
||||
for (int i = 1; i < 8; ++i)
|
||||
TextureMngr::DisableStage(i);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -670,14 +656,17 @@ void Renderer::FlushZBufferAlphaToTarget()
|
|||
glStencilFunc(GL_EQUAL, 1, 0xff);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
if(g_Config.bStretchToFit)
|
||||
// TODO: This code should not have to bother with stretchtofit checking -
|
||||
// all necessary scale initialization should be done elsewhere.
|
||||
// TODO: Investigate BlitFramebufferEXT.
|
||||
if (g_Config.bStretchToFit)
|
||||
{
|
||||
//TODO: Do Correctly in a bit
|
||||
float FactorW = (float)640 / (float)OpenGL_GetWidth();
|
||||
float FactorH = (float)480 / (float)OpenGL_GetHeight();
|
||||
float FactorW = 640.f / (float)OpenGL_GetWidth();
|
||||
float FactorH = 480.f / (float)OpenGL_GetHeight();
|
||||
|
||||
float Max = (FactorW < FactorH) ? FactorH : FactorW;
|
||||
float Temp = 1 / Max;
|
||||
float Temp = 1.0f / Max;
|
||||
FactorW *= Temp;
|
||||
FactorH *= Temp;
|
||||
|
||||
|
@ -686,8 +675,7 @@ void Renderer::FlushZBufferAlphaToTarget()
|
|||
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
|
||||
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
|
||||
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
|
||||
|
||||
__Log("%d, %d", FactorW, FactorH);
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -696,8 +684,8 @@ void Renderer::FlushZBufferAlphaToTarget()
|
|||
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
|
||||
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
|
||||
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
}
|
||||
glEnd();
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -715,7 +703,7 @@ void Renderer::SetRenderMode(RenderMode mode)
|
|||
|
||||
if (mode == RM_Normal) {
|
||||
// flush buffers
|
||||
if( s_RenderMode == RM_ZBufferAlpha ) {
|
||||
if (s_RenderMode == RM_ZBufferAlpha) {
|
||||
FlushZBufferAlphaToTarget();
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
|
@ -728,7 +716,7 @@ void Renderer::SetRenderMode(RenderMode mode)
|
|||
// setup buffers
|
||||
_assert_(GetZBufferTarget() && bpmem.zmode.updateenable);
|
||||
|
||||
if( mode == RM_ZBufferAlpha ) {
|
||||
if (mode == RM_ZBufferAlpha) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
|
@ -744,7 +732,7 @@ void Renderer::SetRenderMode(RenderMode mode)
|
|||
_assert_(GetZBufferTarget());
|
||||
_assert_(s_bHaveStencilBuffer);
|
||||
|
||||
if( mode == RM_ZBufferOnly ) {
|
||||
if (mode == RM_ZBufferOnly) {
|
||||
// flush and remove stencil
|
||||
_assert_(s_RenderMode==RM_ZBufferAlpha);
|
||||
FlushZBufferAlphaToTarget();
|
||||
|
@ -755,7 +743,7 @@ void Renderer::SetRenderMode(RenderMode mode)
|
|||
GL_REPORT_ERRORD();
|
||||
}
|
||||
else {
|
||||
_assert_(mode == RM_ZBufferAlpha&&s_RenderMode==RM_ZBufferOnly);
|
||||
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
|
||||
|
||||
// setup stencil
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
|
@ -774,11 +762,6 @@ Renderer::RenderMode Renderer::GetRenderMode()
|
|||
return s_RenderMode;
|
||||
}
|
||||
|
||||
u32 Renderer::GetZBufferTarget()
|
||||
{
|
||||
return nZBufferRender > 0 ? s_ZBufferTarget : 0;
|
||||
}
|
||||
|
||||
void Renderer::Swap(const TRectangle& rc)
|
||||
{
|
||||
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
||||
|
@ -787,30 +770,35 @@ void Renderer::Swap(const TRectangle& rc)
|
|||
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
|
||||
// render to the real buffer now
|
||||
#ifdef USE_AA
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_RenderTargets[0]);
|
||||
#else
|
||||
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 ); // switch to the backbuffer
|
||||
#endif
|
||||
glViewport(OpenGL_GetXoff(),OpenGL_GetYoff() , (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
|
||||
#if 0
|
||||
// Not working?
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
||||
glBlitFramebufferEXT(0, 0, 640, 480, 0, 0, OpenGL_GetWidth(), OpenGL_GetHeight(), GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
|
||||
#else
|
||||
// render to the real buffer now
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the backbuffer
|
||||
glViewport(OpenGL_GetXoff(), OpenGL_GetYoff(), (int)OpenGL_GetWidth(), (int)OpenGL_GetHeight());
|
||||
|
||||
ResetGLState();
|
||||
|
||||
// texture map s_RenderTargets[s_curtarget] onto the main buffer
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTargets[s_nCurTarget]);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget);
|
||||
TextureMngr::EnableTexRECT(0);
|
||||
// disable all other stages
|
||||
for(int i = 1; i < 8; ++i) TextureMngr::DisableStage(i);
|
||||
for (int i = 1; i < 8; ++i)
|
||||
TextureMngr::DisableStage(i);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, 0); glVertex2f(-1,-1);
|
||||
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
|
||||
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
|
||||
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
|
||||
glTexCoord2f(0, 0); glVertex2f(-1,-1);
|
||||
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-1,1);
|
||||
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(1,1);
|
||||
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
|
||||
if (g_Config.bWireFrame)
|
||||
|
@ -822,14 +810,8 @@ void Renderer::Swap(const TRectangle& rc)
|
|||
SwapBuffers();
|
||||
|
||||
RestoreGLState();
|
||||
#ifdef USE_AA
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_RenderTargets[s_nCurTarget]);
|
||||
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0);
|
||||
glBlitFramebufferEXT(0, 0, nBackbufferWidth, nBackbufferHeight, 0, 0, nBackbufferWidth, nBackbufferHeight, GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
||||
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
||||
#endif
|
||||
GL_REPORT_ERRORD();
|
||||
#endif
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
g_Config.iSaveTargetId = 0;
|
||||
|
||||
|
@ -844,7 +826,7 @@ void Renderer::SwapBuffers()
|
|||
static int s_fps;
|
||||
static unsigned long lasttime;
|
||||
++fpscount;
|
||||
if( timeGetTime() - lasttime > 1000 )
|
||||
if (timeGetTime() - lasttime > 1000)
|
||||
{
|
||||
lasttime = timeGetTime();
|
||||
s_fps = fpscount;
|
||||
|
@ -853,41 +835,38 @@ void Renderer::SwapBuffers()
|
|||
|
||||
// Write logging data to debugger
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
if(m_frame)
|
||||
{
|
||||
if (m_frame)
|
||||
Logging(0);
|
||||
}
|
||||
#endif
|
||||
if (g_Config.bOverlayStats) {
|
||||
char st[2048];
|
||||
char *p = st;
|
||||
if(g_Config.bShowFPS)
|
||||
if (g_Config.bShowFPS)
|
||||
p+=sprintf(p, "FPS: %d\n", s_fps); // So it shows up before the stats and doesn't make anyting ugly
|
||||
p+=sprintf(p,"Num textures created: %i\n",stats.numTexturesCreated);
|
||||
p+=sprintf(p,"Num textures alive: %i\n",stats.numTexturesAlive);
|
||||
p+=sprintf(p,"Num pshaders created: %i\n",stats.numPixelShadersCreated);
|
||||
p+=sprintf(p,"Num pshaders alive: %i\n",stats.numPixelShadersAlive);
|
||||
p+=sprintf(p,"Num vshaders created: %i\n",stats.numVertexShadersCreated);
|
||||
p+=sprintf(p,"Num vshaders alive: %i\n",stats.numVertexShadersAlive);
|
||||
p+=sprintf(p,"Num dlists called: %i\n",stats.numDListsCalled);
|
||||
p+=sprintf(p,"Num dlists called (frame): %i\n",stats.thisFrame.numDListsCalled);
|
||||
p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated);
|
||||
p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive);
|
||||
p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated);
|
||||
p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive);
|
||||
p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated);
|
||||
p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive);
|
||||
p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled);
|
||||
p+=sprintf(p,"dlists called(f): %i\n",stats.thisFrame.numDListsCalled);
|
||||
// not used.
|
||||
//p+=sprintf(p,"Num dlists created: %i\n",stats.numDListsCreated);
|
||||
//p+=sprintf(p,"Num dlists alive: %i\n",stats.numDListsAlive);
|
||||
//p+=sprintf(p,"Num strip joins: %i\n",stats.numJoins);
|
||||
p+=sprintf(p,"Num primitives: %i\n",stats.thisFrame.numPrims);
|
||||
p+=sprintf(p,"Num primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
|
||||
p+=sprintf(p,"Num buffer splits: %i\n",stats.thisFrame.numBufferSplits);
|
||||
p+=sprintf(p,"Num draw calls: %i\n",stats.thisFrame.numDrawCalls);
|
||||
p+=sprintf(p,"Num primitives (DL): %i\n",stats.thisFrame.numDLPrims);
|
||||
p+=sprintf(p,"Num XF loads: %i\n",stats.thisFrame.numXFLoads);
|
||||
p+=sprintf(p,"Num XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
|
||||
p+=sprintf(p,"Num CP loads: %i\n",stats.thisFrame.numCPLoads);
|
||||
p+=sprintf(p,"Num CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
|
||||
p+=sprintf(p,"Num BP loads: %i\n",stats.thisFrame.numBPLoads);
|
||||
p+=sprintf(p,"Num BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
|
||||
p+=sprintf(p,"Num vertex loaders: %i\n",stats.numVertexLoaders);
|
||||
|
||||
//p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated);
|
||||
//p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive);
|
||||
//p+=sprintf(p,"strip joins: %i\n",stats.numJoins);
|
||||
p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims);
|
||||
p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins);
|
||||
p+=sprintf(p,"buffer splits: %i\n",stats.thisFrame.numBufferSplits);
|
||||
p+=sprintf(p,"draw calls: %i\n",stats.thisFrame.numDrawCalls);
|
||||
p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims);
|
||||
p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads);
|
||||
p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL);
|
||||
p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads);
|
||||
p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL);
|
||||
p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads);
|
||||
p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL);
|
||||
p+=sprintf(p,"vertex loaders: %i\n",stats.numVertexLoaders);
|
||||
|
||||
std::string text = st;
|
||||
VertexLoaderManager::AppendListToString(&text);
|
||||
|
@ -896,7 +875,7 @@ void Renderer::SwapBuffers()
|
|||
}
|
||||
else
|
||||
{
|
||||
if(g_Config.bShowFPS)
|
||||
if (g_Config.bShowFPS)
|
||||
{
|
||||
char strfps[25];
|
||||
sprintf(strfps, "%d\n", s_fps);
|
||||
|
@ -928,14 +907,15 @@ void Renderer::SwapBuffers()
|
|||
GL_REPORT_ERRORD();
|
||||
|
||||
//clean out old stuff from caches
|
||||
frameCount++;
|
||||
PixelShaderMngr::Cleanup();
|
||||
TextureMngr::Cleanup();
|
||||
|
||||
frameCount++;
|
||||
// New frame
|
||||
stats.ResetFrame();
|
||||
|
||||
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, s_uFramebuffer );
|
||||
|
||||
// Render to the framebuffer.
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
|
||||
if (nZBufferRender > 0) {
|
||||
if (--nZBufferRender == 0) {
|
||||
|
@ -962,7 +942,7 @@ bool Renderer::SaveRenderTarget(const char* filename, int jpeg)
|
|||
if (bflip) {
|
||||
// swap scanlines
|
||||
std::vector<u32> scanline(nBackbufferWidth);
|
||||
for(int i = 0; i < nBackbufferHeight/2; ++i) {
|
||||
for (int i = 0; i < nBackbufferHeight/2; ++i) {
|
||||
memcpy(&scanline[0], &data[i*nBackbufferWidth], nBackbufferWidth*4);
|
||||
memcpy(&data[i*nBackbufferWidth], &data[(nBackbufferHeight-i-1)*nBackbufferWidth], nBackbufferWidth*4);
|
||||
memcpy(&data[(nBackbufferHeight-i-1)*nBackbufferWidth], &scanline[0], nBackbufferWidth*4);
|
||||
|
|
|
@ -15,6 +15,55 @@
|
|||
// Official SVN repository and contact information can be found at
|
||||
// http://code.google.com/p/dolphin-emu/
|
||||
|
||||
// How the non-true-XFB mode COULD work:
|
||||
//
|
||||
// The game renders to the EFB:
|
||||
//
|
||||
// ----------------------+
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | |
|
||||
// | | efb_height
|
||||
// | |
|
||||
// | |
|
||||
// | - - - - - - - - - - |
|
||||
// | |
|
||||
// +---------------------+
|
||||
// efb_width
|
||||
//
|
||||
// At XFB blit time, the top 640-xxx X XXX part of the above buffer (size dotted below),
|
||||
// should be stretch blitted into the inner rectangle of the window:
|
||||
// +-----------------------------------------+
|
||||
// | | | |
|
||||
// | | . | |
|
||||
// | | | |
|
||||
// | | . | |
|
||||
// | | | |
|
||||
// | | . | | OpenGL_Height()
|
||||
// | | | |
|
||||
// | | . | |
|
||||
// | | - - - - - - - - - - | |
|
||||
// | | \ | |
|
||||
// +-------+---------------------------------+
|
||||
// OpenGL_Width()
|
||||
//
|
||||
//
|
||||
// efb_width and efb_height can even be adjusted so that the last blit will result
|
||||
// in a 1:1 rather than a stretch. That would require creating a bigger efb from the
|
||||
// start though.
|
||||
//
|
||||
// The above is not how it works today.
|
||||
|
||||
/*
|
||||
int win_w = OpenGL_Width();
|
||||
int win_h = OpenGL_Height();
|
||||
|
||||
int blit_w_640 = last_xfb_specified_width;
|
||||
int blit_h_640 = last_xfb_specified_height;
|
||||
*/
|
||||
|
||||
#ifndef GCOGL_RENDER
|
||||
#define GCOGL_RENDER
|
||||
|
||||
|
@ -35,22 +84,21 @@ class Renderer
|
|||
public:
|
||||
enum RenderMode
|
||||
{
|
||||
RM_Normal=0, // normal target as color0, ztarget as color1
|
||||
RM_ZBufferOnly, // zbuffer as color 0
|
||||
RM_ZBufferAlpha // zbuffer as color0, also will dump alpha info to regular target once mode is switched
|
||||
// use stencil buffer to indicate what pixels were written
|
||||
RM_Normal=0, // normal target as color0, ztarget as color1
|
||||
RM_ZBufferOnly, // zbuffer as color0
|
||||
RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
|
||||
// use stencil buffer to indicate what pixels were written
|
||||
};
|
||||
|
||||
static bool Create2();
|
||||
static bool Init();
|
||||
static void Shutdown();
|
||||
|
||||
// initialize opengl standard values (like viewport)
|
||||
static bool Initialize();
|
||||
static bool InitializeGL();
|
||||
|
||||
static void AddMessage(const char* str, u32 ms);
|
||||
static void ProcessMessages(); // draw the current messages on the screen
|
||||
static void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
static void SetAA(int aa); // sets the anti-aliasing level
|
||||
|
||||
static void ReinitView(int nNewWidth, int nNewHeight);
|
||||
|
||||
|
@ -65,7 +113,7 @@ public:
|
|||
static bool HaveStencilBuffer();
|
||||
|
||||
static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
|
||||
static u32 GetZBufferTarget();
|
||||
static GLuint GetZBufferTarget();
|
||||
|
||||
static void SetColorMask();
|
||||
static bool SetScissorRect();
|
||||
|
@ -73,10 +121,12 @@ public:
|
|||
static void SetRenderMode(RenderMode mode);
|
||||
static RenderMode GetRenderMode();
|
||||
|
||||
static void SetRenderTarget(u32 targ); // if targ is 0, sets to original render target
|
||||
static void SetDepthTarget(u32 targ);
|
||||
static void SetFramebuffer(u32 fb);
|
||||
static u32 GetRenderTarget();
|
||||
static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
|
||||
static void SetDepthTarget(GLuint targ);
|
||||
|
||||
static void SetFramebuffer(GLuint fb);
|
||||
|
||||
static GLuint GetRenderTarget();
|
||||
|
||||
// Finish up the current frame, print some stats
|
||||
static void Swap(const TRectangle& rc);
|
||||
|
|
|
@ -120,7 +120,7 @@ VertexLoader::VertexLoader(const TVtxDesc &vtx_desc, const VAT &vtx_attr)
|
|||
m_numLoadedVertices = 0;
|
||||
m_VertexSize = 0;
|
||||
m_numPipelineStages = 0;
|
||||
m_NativeFmt = new NativeVertexFormat();
|
||||
m_NativeFmt = NativeVertexFormat::Create();
|
||||
loop_counter = 0;
|
||||
VertexLoader_Normal::Init();
|
||||
|
||||
|
|
|
@ -344,10 +344,11 @@ void VertexShaderMngr::SetConstants()
|
|||
// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
|
||||
// [0] = width/2
|
||||
// [1] = height/2
|
||||
// [2] = 16777215 * (farz-nearz)
|
||||
// [2] = 16777215 * (farz - nearz)
|
||||
// [3] = xorig + width/2 + 342
|
||||
// [4] = yorig + height/2 + 342
|
||||
// [5] = 16777215 * farz
|
||||
|
||||
/*INFO_LOG("view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)\n",
|
||||
rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342,
|
||||
2 * rawViewport[0], 2 * rawViewport[1],
|
||||
|
@ -363,9 +364,10 @@ void VertexShaderMngr::SetConstants()
|
|||
int overfl;
|
||||
int xoffs = 0, yoffs = 0;
|
||||
int wid, hei, actualWid, actualHei;
|
||||
|
||||
int winw = OpenGL_GetWidth();
|
||||
int winh = OpenGL_GetHeight();
|
||||
float ratio = (float)winw / (float)winh / fourThree;
|
||||
float ratio = (float)winw / (float)winh / fourThree;
|
||||
if (g_Config.bKeepAR)
|
||||
{
|
||||
// Check if height or width is the limiting factor
|
||||
|
@ -421,6 +423,7 @@ void VertexShaderMngr::SetConstants()
|
|||
Renderer::GetTargetHeight()-((int)(xfregs.rawViewport[4]-xfregs.rawViewport[1]-342-scissorYOff)) * MValueY,
|
||||
abs((int)(2 * xfregs.rawViewport[0])) * MValueX, abs((int)(2 * xfregs.rawViewport[1])) * MValueY);
|
||||
}
|
||||
|
||||
glDepthRange((xfregs.rawViewport[5]- xfregs.rawViewport[2])/16777215.0f, xfregs.rawViewport[5]/16777215.0f);
|
||||
}
|
||||
|
||||
|
@ -448,11 +451,11 @@ void VertexShaderMngr::SetConstants()
|
|||
g_fProjectionMatrix[11] = -(0.0f - xfregs.rawProjection[5]);
|
||||
|
||||
// Before R945 Hack
|
||||
if(g_Config.bProjectionHax1 && !g_Config.bProjectionHax2)
|
||||
if (g_Config.bProjectionHax1 && !g_Config.bProjectionHax2)
|
||||
g_fProjectionMatrix[11] = -(1.0f - xfregs.rawProjection[5]);
|
||||
|
||||
// R844 Hack
|
||||
if(!g_Config.bProjectionHax1 && g_Config.bProjectionHax2)
|
||||
if (!g_Config.bProjectionHax1 && g_Config.bProjectionHax2)
|
||||
g_fProjectionMatrix[11] = xfregs.rawProjection[5];
|
||||
//--------------------------------
|
||||
|
||||
|
@ -802,9 +805,9 @@ void LoadXFReg(u32 transferSize, u32 baseAddress, u32 *pData)
|
|||
}
|
||||
break;
|
||||
case 0x1012: // dual tex transform
|
||||
if (xfregs.bEnableDualTexTransform != (data&1)) {
|
||||
if (xfregs.bEnableDualTexTransform != (data & 1)) {
|
||||
VertexManager::Flush();
|
||||
xfregs.bEnableDualTexTransform = data&1;
|
||||
xfregs.bEnableDualTexTransform = data & 1;
|
||||
}
|
||||
break;
|
||||
|
||||
|
|
|
@ -30,8 +30,6 @@
|
|||
#define XFB_USE_SHADERS 1
|
||||
|
||||
enum {
|
||||
XFB_WIDTH = 640,
|
||||
XFB_HEIGHT = 480, // 528 is max height.
|
||||
XFB_BUF_HEIGHT = 538, //480,
|
||||
// TODO: figure out what to do with PAL
|
||||
};
|
||||
|
@ -121,7 +119,7 @@ void XFB_Init()
|
|||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_BGRA, GL_UNSIGNED_BYTE, xfb_buffer);
|
||||
|
||||
// used to render EFB
|
||||
glGenFramebuffersEXT( 1, &s_xfbFrameBuffer);
|
||||
glGenFramebuffersEXT(1, &s_xfbFrameBuffer);
|
||||
glGenRenderbuffersEXT(1, &s_xfbRenderBuffer);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA, nBackbufferWidth, nBackbufferHeight);
|
||||
|
@ -145,10 +143,9 @@ void XFB_Shutdown()
|
|||
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
|
||||
{
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
|
||||
Renderer::ResetGLState();
|
||||
|
||||
// switch to XFB frame buffer
|
||||
// Switch to XFB frame buffer.
|
||||
Renderer::SetFramebuffer(s_xfbFrameBuffer);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_xfbRenderBuffer);
|
||||
|
@ -172,7 +169,7 @@ void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
|
|||
GL_REPORT_ERRORD();
|
||||
|
||||
int width = sourceRc.right - sourceRc.left;
|
||||
int height = sourceRc.bottom - sourceRc.top;
|
||||
int height = sourceRc.bottom - sourceRc.top;
|
||||
glReadPixels(sourceRc.left, sourceRc.top, width, height, GL_RGBA, GL_UNSIGNED_BYTE, efb_buffer);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -215,10 +212,10 @@ void XFB_Draw(u8 *xfb_in_ram, u32 width, u32 height, s32 yOffset)
|
|||
GL_REPORT_ERRORD();
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(width, height + yOffset); glVertex2f(1,-1);
|
||||
glTexCoord2f(width, 0 + yOffset); glVertex2f(1,1);
|
||||
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1,1);
|
||||
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
|
||||
glTexCoord2f(width, height + yOffset); glVertex2f( 1,-1);
|
||||
glTexCoord2f(width, 0 + yOffset); glVertex2f( 1, 1);
|
||||
glTexCoord2f(0, 0 + yOffset); glVertex2f(-1, 1);
|
||||
glTexCoord2f(0, height + yOffset); glVertex2f(-1,-1);
|
||||
glEnd();
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
|
|
|
@ -262,8 +262,8 @@ void Video_DoState(unsigned char **ptr, int mode) {
|
|||
void Video_Prepare(void)
|
||||
{
|
||||
OpenGL_MakeCurrent();
|
||||
if (!Renderer::Create2()) {
|
||||
g_VideoInitialize.pLog("Renderer::Create2 failed\n", TRUE);
|
||||
if (!Renderer::Init()) {
|
||||
g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
|
||||
PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
|
||||
exit(1);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue