Code cleanup. Juggling rectangles. I'm about to investigate the problems with Real XFB's in PAL games, so I wanted to make sure all our rectangles were cleaned up and organized.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3794 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Nolan Check 2009-07-15 00:51:24 +00:00
parent 7a82ae0943
commit f338d5c44c
20 changed files with 297 additions and 307 deletions

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@ -103,6 +103,38 @@ int ClassifyDouble(double dvalue);
// More efficient float version.
int ClassifyFloat(float fvalue);
template<class T>
struct Rectangle
{
T left;
T top;
T right;
T bottom;
T GetWidth() const { return abs(right - left); }
T GetHeight() const { return abs(bottom - top); }
// If the rectangle is in a coordinate system with a lower-left origin, use
// this Clamp.
void ClampLL(T x1, T y1, T x2, T y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top > y1) top = y1;
if (bottom < y2) bottom = y2;
}
// If the rectangle is in an coordinate system with an upper-left origin,
// use this Clamp.
void ClampUL(T x1, T y1, T x2, T y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top < y1) top = y1;
if (bottom > y2) bottom = y2;
}
};
} // namespace MathUtil
inline float pow2f(float x) {return x * x;}
@ -158,5 +190,4 @@ public:
float data[16];
};
#endif // _MATH_UTIL_H_

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@ -45,11 +45,9 @@ void SetBlendMode(const Bypass &bp);
void SetDitherMode(const Bypass &bp);
void SetLogicOpMode(const Bypass &bp);
void SetColorMask(const Bypass &bp);
float GetRendererTargetScaleX();
float GetRendererTargetScaleY();
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const Bypass &bp, const TRectangle &multirc);
void CopyEFB(const Bypass &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf);
void RenderToXFB(const Bypass &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight);
void ClearScreen(const Bypass &bp, const EFBRectangle &rc);
void RestoreRenderState(const Bypass &bp);
u8 *GetPointer(const u32 &address);
bool GetConfig(const int &type);

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@ -176,24 +176,13 @@ void BPWritten(const Bypass& bp)
DVSTARTSUBPROFILE("LoadBPReg:swap");
// The bottom right is within the rectangle
// The values in bpmem.copyTexSrcXY and bpmem.copyTexSrcWH are updated in case 0x49 and 0x4a in this function
TRectangle rc = {
(int)(bpmem.copyTexSrcXY.x),
(int)(bpmem.copyTexSrcXY.y),
(int)((bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1)),
(int)((bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1))
};
float MValueX = GetRendererTargetScaleX();
float MValueY = GetRendererTargetScaleY();
EFBRectangle rc;
rc.left = (int)bpmem.copyTexSrcXY.x;
rc.top = (int)bpmem.copyTexSrcXY.y;
rc.right = (int)(bpmem.copyTexSrcXY.x + bpmem.copyTexSrcWH.x + 1);
rc.bottom = (int)(bpmem.copyTexSrcXY.y + bpmem.copyTexSrcWH.y + 1);
// Need another rc here to get it to scale.
// Here the bottom right is the out of the rectangle.
TRectangle multirc = {
(int)(bpmem.copyTexSrcXY.x * MValueX),
(int)(bpmem.copyTexSrcXY.y * MValueY),
(int)((bpmem.copyTexSrcXY.x * MValueX + (bpmem.copyTexSrcWH.x + 1) * MValueX)),
(int)((bpmem.copyTexSrcXY.y * MValueY + (bpmem.copyTexSrcWH.y + 1) * MValueY))
};
UPE_Copy PE_copy;
PE_copy.Hex = bpmem.triggerEFBCopy;
@ -219,7 +208,7 @@ void BPWritten(const Bypass& bp)
#endif
const float yScale = bpmem.dispcopyyscale / 256.0f;
const float xfbLines = ((bpmem.copyTexSrcWH.y + 1.0f) * yScale);
RenderToXFB(bp, multirc, yScale, xfbLines,
RenderToXFB(bp, rc, yScale, xfbLines,
bpmem.copyTexDest << 5,
bpmem.copyMipMapStrideChannels << 4,
(u32)ceil(xfbLines));
@ -227,7 +216,7 @@ void BPWritten(const Bypass& bp)
// Clear the picture after it's done and submitted, to prepare for the next picture
if (PE_copy.clear)
ClearScreen(bp, multirc);
ClearScreen(bp, rc);
RestoreRenderState(bp);

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@ -48,7 +48,7 @@ struct Statistics
float g2proj_0, g2proj_1, g2proj_2, g2proj_3, g2proj_4, g2proj_5;
float g2proj_6, g2proj_7, g2proj_8, g2proj_9, g2proj_10, g2proj_11, g2proj_12, g2proj_13, g2proj_14, g2proj_15;
std::vector<TRectangle> efb_regions;
std::vector<EFBRectangle> efb_regions;
struct ThisFrame
{

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@ -19,6 +19,7 @@
#define _VIDEOCOMMON_H
#include "Common.h"
#include "MathUtil.h"
#include "pluginspecs_video.h"
#if defined(_MSC_VER) && !defined(__x86_64__) && !defined(_M_X64)
@ -40,9 +41,14 @@ enum
enum
{
XFB_WIDTH = 640,
XFB_HEIGHT = 480, // 574 can be used with tricks (multi pass render and dual xfb copies, etc).
// TODO: figure out what to do with PAL
// XFB width is decided by EFB copy operation. The VI can do horizontal
// scaling (TODO: emulate).
MAX_XFB_WIDTH = EFB_WIDTH,
// Although EFB height is 528, 574-line XFB's can be created either with
// vertical scaling by the EFB copy operation or copying to multiple XFB's
// that are next to each other in memory (TODO: handle that situation).
MAX_XFB_HEIGHT = 574
};
// If this is enabled, bounding boxes will be computed for everything drawn.
@ -54,11 +60,6 @@ enum
extern SVideoInitialize g_VideoInitialize;
// (mb2) for XFB update hack. TODO: find a static better place
extern volatile u32 g_XFBUpdateRequested;
extern volatile bool g_EFBAccessRequested;
//////////////////////////////////////////////////////////////////////////
inline u8 *Memory_GetPtr(u32 _uAddress)
{
@ -103,48 +104,11 @@ inline float Memory_Read_Float(u32 _uAddress)
return temp.f;
}
struct TRectangle
{
int left;
int top;
int right;
int bottom;
int GetWidth() const { return right - left; }
int GetHeight() const { return bottom - top; }
void FlipYPosition(int y_height, TRectangle *dest) const
{
int offset = y_height - (bottom - top);
dest->left = left;
dest->top = top + offset;
dest->right = right;
dest->bottom = bottom + offset;
}
void FlipY(int y_height, TRectangle *dest) const {
dest->left = left;
dest->right = right;
dest->bottom = y_height - bottom;
dest->top = y_height - top;
}
void Scale(float factor_x, float factor_y, TRectangle *dest) const
{
dest->left = (int)(factor_x * left);
dest->right = (int)(factor_x * right);
dest->top = (int)(factor_y * top);
dest->bottom = (int)(factor_y * bottom);
}
void Clamp(int x1, int y1, int x2, int y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top < y1) top = y1;
if (bottom > y2) bottom = y2;
}
};
// This structure should only be used to represent a rectangle in EFB
// coordinates, where the origin is at the upper left and the frame dimensions
// are 640 x 528.
struct EFBRectangle : public MathUtil::Rectangle<int>
{};
// Logging
// ¯¯¯¯¯¯¯¯¯¯

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@ -214,28 +214,25 @@ void SetColorMask(const Bypass &bp)
Renderer::SetRenderState(D3DRS_COLORWRITEENABLE, write);
}
float GetRendererTargetScaleX()
{
return Renderer::GetXScale();
}
float GetRendererTargetScaleY()
{
return Renderer::GetYScale();
}
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const Bypass &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
// TODO: Scale EFBRectangle correctly
RECT rec = { rc.left, rc.top, rc.right, rc.bottom };
TextureCache::CopyEFBToRenderTarget(bpmem.copyTexDest<<5, &rec);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const Bypass &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::SwapBuffers();
PRIM_LOG("Renderer::SwapBuffers()");
g_VideoInitialize.pCopiedToXFB();
}
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
void ClearScreen(const Bypass &bp, const EFBRectangle &rc)
{
// TODO: Scale EFBRectangle correctly
// it seems that the GC is able to alpha blend on color-fill
// we cant do that so if alpha is != 255 we skip it

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@ -374,7 +374,6 @@ u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y)
if (g_VideoInitialize.bUseDualCore)
{
g_EFBAccessRequested = true;
s_AccessEFBDone.Init();
}

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@ -110,19 +110,13 @@ void SetLogicOpMode(const Bypass &bp)
else
glDisable(GL_COLOR_LOGIC_OP);
}
void SetColorMask(const Bypass &bp)
{
Renderer::SetColorMask();
}
float GetRendererTargetScaleX()
{
return Renderer::GetTargetScaleX();
}
float GetRendererTargetScaleY()
{
return Renderer::GetTargetScaleY();
}
void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
void CopyEFB(const Bypass &bp, const EFBRectangle &rc, const u32 &address, const bool &fromZBuffer, const bool &isIntensityFmt, const u32 &copyfmt, const bool &scaleByHalf)
{
// bpmem.zcontrol.pixel_format to PIXELFMT_Z24 is when the game wants to copy from ZBuffer (Zbuffer uses 24-bit Format)
if (!g_Config.bEFBCopyDisable)
@ -132,48 +126,23 @@ void CopyEFB(const Bypass &bp, const TRectangle &rc, const u32 &address, const b
TextureMngr::CopyRenderTargetToTexture(address, fromZBuffer, isIntensityFmt, copyfmt, scaleByHalf, rc);
}
void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
void RenderToXFB(const Bypass &bp, const EFBRectangle &rc, const float &yScale, const float &xfbLines, u32 xfbAddr, const u32 &dstWidth, const u32 &dstHeight)
{
Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, multirc);
Renderer::RenderToXFB(xfbAddr, dstWidth, dstHeight, rc);
}
void ClearScreen(const Bypass &bp, const TRectangle &multirc)
void ClearScreen(const Bypass &bp, const EFBRectangle &rc)
{
// Update the view port for clearing the picture
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
bool colorEnable = bpmem.blendmode.colorupdate;
bool alphaEnable = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && bpmem.blendmode.alphaupdate);
bool zEnable = bpmem.zmode.updateenable;
// Always set the scissor in case it was set by the game and has not been reset
glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
(multirc.right - multirc.left), (multirc.bottom - multirc.top));
// ---------------------------
VertexShaderManager::SetViewportChanged();
// Since clear operations use the source rectangle, we have to do
// regular renders (glClear clears the entire buffer)
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
if (colorEnable || alphaEnable || zEnable)
{
GLbitfield bits = 0;
if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
{
u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 color = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
u32 z = bpmem.clearZValue;
// Alpha may or may not be present depending on the EFB pixel format.
GLclampf clearAlpha = (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) ?
((clearColor>>24) & 0xff)*(1/255.0f) : 1.0f;
glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
((clearColor>>8 ) & 0xff)*(1/255.0f),
((clearColor>>0 ) & 0xff)*(1/255.0f),
clearAlpha);
bits |= GL_COLOR_BUFFER_BIT;
}
if (bpmem.zmode.updateenable)
{
glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
bits |= GL_DEPTH_BUFFER_BIT;
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(bits);
Renderer::ClearScreen(rc, colorEnable, alphaEnable, zEnable, color, z);
}
}

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@ -183,7 +183,7 @@ void FramebufferManager::Shutdown()
m_virtualXFBList.clear();
}
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc)
void FramebufferManager::CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
if (g_Config.bUseXFB)
copyToRealXFB(xfbAddr, fbWidth, fbHeight, sourceRc);
@ -199,7 +199,7 @@ const XFBSource* FramebufferManager::GetXFBSource(u32 xfbAddr, u32 fbWidth, u32
return getVirtualXFBSource(xfbAddr, fbWidth, fbHeight);
}
GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
GLuint FramebufferManager::GetEFBColorTexture(const EFBRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
@ -210,17 +210,15 @@ GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
// Flip source rectangle upside-down for OpenGL.
TRectangle glRect;
sourceRc.FlipYPosition(m_targetHeight, &glRect);
glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glRect.left, glRect.top, glRect.right, glRect.bottom,
glRect.left, glRect.top, glRect.right, glRect.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_COLOR_BUFFER_BIT, GL_NEAREST
);
@ -231,7 +229,7 @@ GLuint FramebufferManager::GetEFBColorTexture(const TRectangle& sourceRc) const
}
}
GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
GLuint FramebufferManager::GetEFBDepthTexture(const EFBRectangle& sourceRc) const
{
if (m_msaaSamples <= 1)
{
@ -242,17 +240,15 @@ GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
// Transfer the EFB to a resolved texture. EXT_framebuffer_blit is
// required.
// Flip source rectangle upside-down for OpenGL.
TRectangle glRect;
sourceRc.FlipYPosition(m_targetHeight, &glRect);
glRect.Clamp(0, 0, m_targetWidth, m_targetHeight);
TargetRectangle targetRc = ConvertEFBRectangle(sourceRc);
targetRc.ClampLL(0, 0, m_targetWidth, m_targetHeight);
// Resolve.
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, m_efbFramebuffer);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, m_resolvedFramebuffer);
glBlitFramebufferEXT(
glRect.left, glRect.top, glRect.right, glRect.bottom,
glRect.left, glRect.top, glRect.right, glRect.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
targetRc.left, targetRc.top, targetRc.right, targetRc.bottom,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
@ -263,6 +259,16 @@ GLuint FramebufferManager::GetEFBDepthTexture(const TRectangle& sourceRc) const
}
}
TargetRectangle FramebufferManager::ConvertEFBRectangle(const EFBRectangle& rc) const
{
TargetRectangle result;
result.left = rc.left * m_targetWidth / EFB_WIDTH;
result.top = m_targetHeight - (rc.top * m_targetHeight / EFB_HEIGHT);
result.right = rc.right * m_targetWidth / EFB_WIDTH;
result.bottom = m_targetHeight - (rc.bottom * m_targetHeight / EFB_HEIGHT);
return result;
}
FramebufferManager::VirtualXFBListType::iterator
FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
{
@ -283,7 +289,7 @@ FramebufferManager::findVirtualXFB(u32 xfbAddr, u32 width, u32 height)
return m_virtualXFBList.end();
}
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc)
void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
u8* pXFB = Memory_GetPtr(xfbAddr);
if (!pXFB)
@ -295,7 +301,7 @@ void FramebufferManager::copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, c
XFB_Write(pXFB, sourceRc, fbWidth, fbHeight);
}
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc)
void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
GLuint xfbTexture;
@ -311,7 +317,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
it->xfbSource.texWidth = m_targetWidth;
it->xfbSource.texHeight = m_targetHeight;
it->xfbSource.sourceRc = sourceRc;
it->xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
xfbTexture = it->xfbSource.texture;
@ -348,7 +354,7 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
newVirt.xfbSource.texture = xfbTexture;
newVirt.xfbSource.texWidth = m_targetWidth;
newVirt.xfbSource.texHeight = m_targetHeight;
newVirt.xfbSource.sourceRc = sourceRc;
newVirt.xfbSource.sourceRc = ConvertEFBRectangle(sourceRc);
// Add the new Virtual XFB to the list
@ -407,20 +413,22 @@ void FramebufferManager::copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight
const XFBSource* FramebufferManager::getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
m_realXFBSource.texWidth = XFB_WIDTH;
m_realXFBSource.texHeight = XFB_HEIGHT;
m_realXFBSource.texWidth = MAX_XFB_WIDTH;
m_realXFBSource.texHeight = MAX_XFB_HEIGHT;
// OpenGL texture coordinates originate at the lower left, which is why
// sourceRc.top = fbHeight and sourceRc.bottom = 0.
m_realXFBSource.sourceRc.left = 0;
m_realXFBSource.sourceRc.top = 0;
m_realXFBSource.sourceRc.top = fbHeight;
m_realXFBSource.sourceRc.right = fbWidth;
m_realXFBSource.sourceRc.bottom = fbHeight;
m_realXFBSource.sourceRc.bottom = 0;
if (!m_realXFBSource.texture)
{
glGenTextures(1, &m_realXFBSource.texture);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, m_realXFBSource.texture);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, XFB_WIDTH, XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, MAX_XFB_WIDTH, MAX_XFB_HEIGHT, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
}

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@ -74,7 +74,7 @@ struct XFBSource
int texWidth;
int texHeight;
TRectangle sourceRc;
TargetRectangle sourceRc;
};
class FramebufferManager
@ -95,19 +95,19 @@ public:
void Init(int targetWidth, int targetHeight, int msaaSamples, int msaaCoverageSamples);
void Shutdown();
// sourceRc is in GL target coordinates, not GameCube EFB coordinates!
// TODO: Clean that up.
void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
void CopyToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
const XFBSource* GetXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
// To get the EFB in texture form, these functions may have to transfer
// the EFB to a resolved texture first.
GLuint GetEFBColorTexture(const TRectangle& sourceRc) const;
GLuint GetEFBDepthTexture(const TRectangle& sourceRc) const;
GLuint GetEFBColorTexture(const EFBRectangle& sourceRc) const;
GLuint GetEFBDepthTexture(const EFBRectangle& sourceRc) const;
GLuint GetEFBFramebuffer() const { return m_efbFramebuffer; }
TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc) const;
private:
struct VirtualXFB
@ -124,8 +124,8 @@ private:
VirtualXFBListType::iterator findVirtualXFB(u32 xfbAddr, u32 width, u32 height);
void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
void copyToRealXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
void copyToVirtualXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
const XFBSource* getRealXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);
const XFBSource* getVirtualXFBSource(u32 xfbAddr, u32 fbWidth, u32 fbHeight);

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@ -22,6 +22,7 @@
#include "nGLUtil.h"
#else
#include "Config.h"
#include "MathUtil.h"
#include "pluginspecs_video.h"
#ifdef _WIN32
@ -112,6 +113,13 @@ extern GLWindow GLWin;
// Public OpenGL util
// This structure should only be used to represent a rectangle in OpenGL target
// coordinates, where the origin is at the lower left and the frame dimensions
// depend on the resolution settings. Use Renderer::ConvertEFBRectangle to
// convert an EFBRectangle to a TargetRectangle.
struct TargetRectangle : public MathUtil::Rectangle<int>
{};
// Initialization / upkeep
bool OpenGL_Create(SVideoInitialize &_VideoInitialize, int _width, int _height);
void OpenGL_Shutdown();

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@ -442,6 +442,11 @@ float Renderer::GetTargetScaleY()
return (float)GetTargetHeight() / (float)EFB_HEIGHT;
}
TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
{
return s_framebufferManager.ConvertEFBRectangle(rc);
}
void Renderer::SetFramebuffer(GLuint fb)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_framebufferManager.GetEFBFramebuffer());
@ -451,15 +456,15 @@ void Renderer::ResetGLState()
{
// Gets us to a reasonably sane state where it's possible to do things like
// image copies with textured quads, etc.
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
glDisable(GL_SCISSOR_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_VERTEX_PROGRAM_ARB);
glDisable(GL_FRAGMENT_PROGRAM_ARB);
}
void UpdateViewport();
@ -533,13 +538,76 @@ void Renderer::SetBlendMode(bool forceUpdate)
s_blendMode = newval;
}
u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
{
// Get the rectangular target region covered by the EFB pixel.
EFBRectangle efbPixelRc;
efbPixelRc.left = x;
efbPixelRc.top = y;
efbPixelRc.right = x + 1;
efbPixelRc.bottom = y + 1;
TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc);
switch (type)
{
case PEEK_Z:
{
if (s_MSAASamples > 1)
{
// XXX: What is this? Binding a texture to a framebuffer slot?
// It's not documented in the OpenGL spec, but it seems to work!
// (ATI Radeon HD 3870, CATALYST 9.6 drivers, Windows Vista 64-bit...)
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, ResolveAndGetDepthTarget(efbPixelRc));
}
// Sample from the center of the target region.
int srcX = (targetPixelRc.left + targetPixelRc.right) / 2;
int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2;
u32 z;
glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
GL_REPORT_ERRORD();
if (s_MSAASamples > 1)
{
// Return to the EFB (this may not be necessary).
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer());
}
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).
return z >> 8;
}
case POKE_Z:
// TODO: Implement
break;
case PEEK_COLOR:
// TODO: Implement
break;
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
}
return 0;
}
// Apply AA if enabled
GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
GLuint Renderer::ResolveAndGetRenderTarget(const EFBRectangle &source_rect)
{
return s_framebufferManager.GetEFBColorTexture(source_rect);
}
GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
GLuint Renderer::ResolveAndGetDepthTarget(const EFBRectangle &source_rect)
{
return s_framebufferManager.GetEFBDepthTexture(source_rect);
}
@ -600,7 +668,7 @@ bool Renderer::SetScissorRect()
}
// Aspect ratio functions
void ComputeBackbufferRectangle(TRectangle *rc)
static void ComputeBackbufferRectangle(TargetRectangle *rc)
{
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
float FloatGLHeight = (float)OpenGL_GetBackbufferHeight();
@ -657,12 +725,45 @@ void ComputeBackbufferRectangle(TRectangle *rc)
int XOffset = floor(FloatXOffset + 0.5);
int YOffset = floor(FloatYOffset + 0.5);
rc->left = XOffset;
rc->top = YOffset;
rc->top = YOffset + ceil(FloatGLHeight);
rc->right = XOffset + ceil(FloatGLWidth);
rc->bottom = YOffset + ceil(FloatGLHeight);
rc->bottom = YOffset;
}
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc)
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z)
{
// Update the view port for clearing the picture
glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc);
// Always set the scissor in case it was set by the game and has not been reset
glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight());
VertexShaderManager::SetViewportChanged();
GLbitfield bits = 0;
if (colorEnable)
{
bits |= GL_COLOR_BUFFER_BIT;
glClearColor(
((color >> 16) & 0xFF) / 255.0f,
((color >> 8) & 0xFF) / 255.0f,
(color & 0xFF) / 255.0f,
(alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f)
);
}
if (zEnable)
{
bits |= GL_DEPTH_BUFFER_BIT;
glClearDepth((z & 0xFFFFFF) / float(0xFFFFFF));
}
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
glClear(bits);
}
void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc)
{
// If we're about to write to a requested XFB, make sure the previous
// contents make it to the screen first.
@ -686,29 +787,26 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
ResetGLState();
TRectangle back_rc;
TargetRectangle back_rc;
ComputeBackbufferRectangle(&back_rc);
float u_max;
float v_min;
float v_max;
TargetRectangle sourceRc;
if (g_Config.bAutoScale)
if (g_Config.bAutoScale || g_Config.bUseXFB)
{
u_max = (xfbSource->sourceRc.right - xfbSource->sourceRc.left);
v_min = (float)xfbSource->texHeight - (xfbSource->sourceRc.bottom - xfbSource->sourceRc.top);
v_max = (float)xfbSource->texHeight;
sourceRc = xfbSource->sourceRc;
}
else
{
u_max = (float)xfbSource->texWidth;
v_min = 0.f;
v_max = (float)xfbSource->texHeight;
sourceRc.left = 0;
sourceRc.top = xfbSource->texHeight;
sourceRc.right = xfbSource->texWidth;
sourceRc.bottom = 0;
}
int yOffset = (g_Config.bUseXFB && field == FIELD_LOWER) ? -1 : 0;
v_min -= yOffset;
v_max -= yOffset;
sourceRc.top -= yOffset;
sourceRc.bottom -= yOffset;
// Tell the OSD Menu about the current internal resolution
OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight();
@ -723,8 +821,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
TextureMngr::DisableStage(i);
// Update GLViewPort
glViewport(back_rc.left, back_rc.top,
back_rc.right - back_rc.left, back_rc.bottom - back_rc.top);
glViewport(back_rc.left, back_rc.bottom, back_rc.GetWidth(), back_rc.GetHeight());
GL_REPORT_ERRORD();
@ -746,10 +843,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
if (PostProcessing::ApplyShader())
{
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1);
glTexCoord2f(sourceRc.left, sourceRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1);
glTexCoord2f(sourceRc.left, sourceRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1);
glTexCoord2f(sourceRc.right, sourceRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1); glVertex2f( 1, 1);
glTexCoord2f(sourceRc.right, sourceRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1);
glEnd();
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
@ -758,10 +855,10 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
else
{
glBegin(GL_QUADS);
glTexCoord2f(0, v_min); glVertex2f(-1, -1);
glTexCoord2f(0, v_max); glVertex2f(-1, 1);
glTexCoord2f(u_max, v_max); glVertex2f( 1, 1);
glTexCoord2f(u_max, v_min); glVertex2f( 1, -1);
glTexCoord2f(sourceRc.left, sourceRc.bottom); glVertex2f(-1, -1);
glTexCoord2f(sourceRc.left, sourceRc.top); glVertex2f(-1, 1);
glTexCoord2f(sourceRc.right, sourceRc.top); glVertex2f( 1, 1);
glTexCoord2f(sourceRc.right, sourceRc.bottom); glVertex2f( 1, -1);
glEnd();
}
@ -783,7 +880,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
s_criticalScreenshot.Enter();
// Save screenshot
SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.GetWidth(), xfbSource->sourceRc.GetHeight(), (int)(v_min));
SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.GetWidth(), xfbSource->sourceRc.GetHeight(), yOffset);
// Reset settings
s_sScreenshotName = "";
s_bScreenshot = false;
@ -806,7 +903,7 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
s_criticalScreenshot.Enter();
int w = xfbSource->sourceRc.GetWidth();
int h = xfbSource->sourceRc.GetHeight();
int t = (int)(v_min);
int t = yOffset;
u8 *data = (u8 *) malloc(3 * w * h);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, t, w, h, GL_BGR, GL_UNSIGNED_BYTE, data);
@ -1005,8 +1102,10 @@ void Renderer::DrawDebugText()
glBegin(GL_LINES);
// Draw EFB copy regions rectangles
for (std::vector<TRectangle>::const_iterator it = stats.efb_regions.begin(); it != stats.efb_regions.end(); ++it)
for (std::vector<EFBRectangle>::const_iterator it = stats.efb_regions.begin(); it != stats.efb_regions.end(); ++it)
{
// TODO: Scale EFBRectangles correctly
GLfloat halfWidth = Renderer::GetTargetWidth() / 2.0f;
GLfloat halfHeight = Renderer::GetTargetHeight() / 2.0f;
GLfloat x = (GLfloat) -1.0f + ((GLfloat)it->left / halfWidth);
@ -1257,13 +1356,9 @@ void Renderer::FlipImageData(u8 *data, int w, int h)
}
}
}
//////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////
// Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
// This function does not have the final picture. Use Renderer::Swap() to adjust the final picture.
// Call schedule: Called from VertexShaderManager
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
void UpdateViewport()
{
// ---------

View File

@ -68,17 +68,21 @@ public:
static float GetTargetScaleX();
static float GetTargetScaleY();
static TargetRectangle ConvertEFBRectangle(const EFBRectangle& rc);
static void SetFramebuffer(GLuint fb);
static u32 AccessEFB(EFBAccessType type, int x, int y);
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
// Thus, this call may be expensive. Don't repeat it unnecessarily.
// If not in MSAA mode, will just return the render target texture ID.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
static GLuint ResolveAndGetRenderTarget(const EFBRectangle &rect);
// Same as above but for the depth Target.
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
static GLuint ResolveAndGetDepthTarget(const TRectangle &rect);
static GLuint ResolveAndGetDepthTarget(const EFBRectangle &rect);
// Random utilities
static void RenderText(const char* pstr, int left, int top, u32 color);
@ -87,12 +91,11 @@ public:
static void FlipImageData(u8 *data, int w, int h);
static bool SaveRenderTarget(const char *filename, int w, int h, int YOffset = 0);
static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const TRectangle& sourceRc);
static void ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z);
static void RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc);
// Finish up the current frame, print some stats
static void Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight);
};
void ComputeBackbufferRectangle(TRectangle *rc);
#endif // _GCOGL_RENDER_H_

View File

@ -166,7 +166,7 @@ void Shutdown()
s_texConvFrameBuffer = 0;
}
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRectangle& sourceRc,
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
{
Renderer::ResetGLState();
@ -228,7 +228,7 @@ void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRe
GL_REPORT_ERRORD();
}
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle& source)
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source)
{
u32 format = copyfmt;
@ -250,10 +250,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
u8 *dest_ptr = Memory_GetPtr(address);
TRectangle scaledTargetSource;
source.Scale(Renderer::GetTargetScaleX(), Renderer::GetTargetScaleY(), &scaledTargetSource);
u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(scaledTargetSource) : Renderer::ResolveAndGetRenderTarget(scaledTargetSource);
GLuint source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
int width = source.right - source.left;
int height = source.bottom - source.top;
@ -291,7 +288,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
TextureConversionShader::SetShaderParameters((float)expandedWidth, expandedHeight * MValueY, source.left * MValueX, top, sampleStride * MValueX, sampleStride * MValueY);
TRectangle scaledSource;
TargetRectangle scaledSource;
scaledSource.top = 0;
scaledSource.bottom = expandedHeight;
scaledSource.left = 0;
@ -300,7 +297,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
}
void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight)
{
EncodeToRamUsingShader(s_rgbToYuyvProgram, srcTexture, sourceRc, destAddr, dstWidth / 2, dstHeight, false);

View File

@ -30,9 +30,9 @@ void Init();
void Shutdown();
void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt,
u32 copyfmt, bool bScaleByHalf, const TRectangle& source);
u32 copyfmt, bool bScaleByHalf, const EFBRectangle& source);
void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
void EncodeToRamYUYV(GLuint srcTexture, const TargetRectangle& sourceRc,
u8* destAddr, int dstWidth, int dstHeight);
void DecodeToTexture(u32 xfbAddr, int srcWidth, int srcHeight, GLuint destTexture);

View File

@ -488,7 +488,7 @@ TextureMngr::TCacheEntry* TextureMngr::Load(int texstage, u32 address, int width
}
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle &source_rect)
void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source_rect)
{
DVSTARTPROFILE();
GL_REPORT_ERRORD();
@ -682,24 +682,9 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
}
}
// if (bCopyToTarget) {
// _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
// glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
// GL_REPORT_ERRORD();
// glCopyTexSubImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, source->left, source->top, source->right-source->left, source->bottom-source->top);
// entry.isUpsideDown = true; // note that the copy is upside down!!
// GL_REPORT_ERRORD();
// return;
// }
TRectangle scaled_rect;
source_rect.Scale(Renderer::GetTargetScaleX(), Renderer::GetTargetScaleY(), &scaled_rect);
TRectangle flipped_rect;
scaled_rect.FlipY(Renderer::GetTargetHeight(), &flipped_rect);
// Make sure to resolve anything we need to read from.
// TODO - it seems that it sometimes doesn't resolve the entire area we are interested in. See shadows in Burnout 2.
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(scaled_rect) : Renderer::ResolveAndGetRenderTarget(scaled_rect);
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect);
GL_REPORT_ERRORD();
@ -727,11 +712,13 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
GL_REPORT_ERRORD();
TargetRectangle targetSource = Renderer::ConvertEFBRectangle(source_rect);
glBegin(GL_QUADS);
glTexCoord2f((GLfloat)flipped_rect.left, (GLfloat)flipped_rect.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)flipped_rect.left, (GLfloat)flipped_rect.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)flipped_rect.right, (GLfloat)flipped_rect.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)flipped_rect.right, (GLfloat)flipped_rect.bottom); glVertex2f( 1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.bottom); glVertex2f(-1, 1);
glTexCoord2f((GLfloat)targetSource.left, (GLfloat)targetSource.top ); glVertex2f(-1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.top ); glVertex2f( 1, -1);
glTexCoord2f((GLfloat)targetSource.right, (GLfloat)targetSource.bottom); glVertex2f( 1, 1);
glEnd();
GL_REPORT_ERRORD();
@ -751,10 +738,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
{
static int count = 0;
SaveTexture(StringFromFormat("%s/efb_frame_%i.tga", FULL_DUMP_TEXTURES_DIR, count++).c_str(), GL_TEXTURE_RECTANGLE_ARB, entry.texture, entry.w, entry.h);
//TODO: Fix this
//SaveTexture(StringFromFormat("%s/efb_tex_%i.tga", FULL_DUMP_TEXTURES_DIR, --count).c_str(), GL_TEXTURE_RECTANGLE_ARB,
// bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source_rect) : Renderer::ResolveAndGetRenderTarget(source_rect),
// Renderer::GetTargetWidth() * 2, Renderer::GetTargetHeight() * 2);
}
}

View File

@ -71,7 +71,7 @@ public:
static void InvalidateRange(u32 start_address, u32 size);
static TCacheEntry* Load(int texstage, u32 address, int width, int height, int format, int tlutaddr, int tlutfmt);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const TRectangle &source);
static void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, bool bScaleByHalf, const EFBRectangle &source);
static void DisableStage(int stage); // sets active texture

View File

@ -29,13 +29,8 @@
#include "Render.h"
#include "TextureConverter.h"
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt)
void XFB_Write(u8 *xfb_in_ram, const EFBRectangle& sourceRc, u32 dstWd, u32 dstHt)
{
TRectangle renderSrcRc;
renderSrcRc.left = sourceRc.left;
renderSrcRc.right = sourceRc.right;
// OpenGL upside down as usual...
renderSrcRc.top = Renderer::GetTargetHeight() - sourceRc.top;
renderSrcRc.bottom = Renderer::GetTargetHeight() - sourceRc.bottom;
TextureConverter::EncodeToRamYUYV(Renderer::ResolveAndGetRenderTarget(sourceRc), renderSrcRc, xfb_in_ram, dstWd, dstHt);
TargetRectangle targetRc = Renderer::ConvertEFBRectangle(sourceRc);
TextureConverter::EncodeToRamYUYV(Renderer::ResolveAndGetRenderTarget(sourceRc), targetRc, xfb_in_ram, dstWd, dstHt);
}

View File

@ -18,7 +18,9 @@
#ifndef _XFB_H_
#define _XFB_H_
#include "GLUtil.h"
// write the EFB to the XFB
void XFB_Write(u8 *xfb_in_ram, const TRectangle& sourceRc, u32 dstWd, u32 dstHt);
void XFB_Write(u8 *xfb_in_ram, const EFBRectangle& sourceRc, u32 dstWd, u32 dstHt);
#endif // _XFB_H_

View File

@ -523,55 +523,7 @@ void VideoFifo_CheckEFBAccess()
{
s_efbAccessRequested = FALSE;
switch (s_accessEFBArgs.type)
{
case PEEK_Z:
{
u32 z = 0;
float xScale = Renderer::GetTargetScaleX();
float yScale = Renderer::GetTargetScaleY();
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF)
{
// Find the proper dimensions
TRectangle source, scaledTargetSource;
ComputeBackbufferRectangle(&source);
source.Scale(xScale, yScale, &scaledTargetSource);
// This will resolve and bind to the depth buffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, Renderer::ResolveAndGetDepthTarget(scaledTargetSource));
}
// Read the z value! Also adjust the pixel to read to the upscaled EFB resolution
// Plus we need to flip the y value as the OGL image is upside down
glReadPixels(s_accessEFBArgs.x*xScale, Renderer::GetTargetHeight() - s_accessEFBArgs.y*yScale, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z);
GL_REPORT_ERRORD();
// Clamp the 32bits value returned by glReadPixels to a 24bits value (GC uses a 24bits Z-Buffer)
s_AccessEFBResult = z / 0x100;
// We should probably re-bind the old fbo here.
if (g_Config.iMultisampleMode != MULTISAMPLE_OFF) {
Renderer::SetFramebuffer(0);
}
}
break;
case POKE_Z:
// TODO: Implement
break;
case PEEK_COLOR:
// TODO: Implement
s_AccessEFBResult = 0;
break;
case POKE_COLOR:
// TODO: Implement. One way is to draw a tiny pixel-sized rectangle at
// the exact location. Note: EFB pokes are susceptible to Z-buffering
// and perhaps blending.
//WARN_LOG(VIDEOINTERFACE, "This is probably some kind of software rendering");
break;
}
s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
s_efbResponseEvent.Set();
}