// Copyright (C) 2003 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 "Globals.h" #include "Thread.h" #include "Atomic.h" #include #include #include #include "GLUtil.h" #include "WxUtils.h" #include "FileUtil.h" #ifdef _WIN32 #include #endif #include "CommonPaths.h" #include "VideoConfig.h" #include "Statistics.h" #include "ImageWrite.h" #include "PixelEngine.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "TextureCache.h" #include "RasterFont.h" #include "VertexShaderGen.h" #include "DLCache.h" #include "PixelShaderManager.h" #include "ProgramShaderCache.h" #include "VertexShaderManager.h" #include "VertexLoaderManager.h" #include "VertexLoader.h" #include "PostProcessing.h" #include "TextureConverter.h" #include "OnScreenDisplay.h" #include "Timer.h" #include "StringUtil.h" #include "FramebufferManager.h" #include "Fifo.h" #include "Debugger.h" #include "Core.h" #include "Movie.h" #include "Host.h" #include "BPFunctions.h" #include "FPSCounter.h" #include "ConfigManager.h" #include "VertexManager.h" #include "SamplerCache.h" #include "main.h" // Local #ifdef _WIN32 #include "EmuWindow.h" #endif #if defined _WIN32 || defined HAVE_LIBAV #include "AVIDump.h" #endif #if defined(HAVE_WX) && HAVE_WX #include #endif void VideoConfig::UpdateProjectionHack() { ::UpdateProjectionHack(g_Config.iPhackvalue, g_Config.sPhackvalue); } #if defined(HAVE_WX) && HAVE_WX // Screenshot thread struct typedef struct { int W, H; std::string filename; wxImage *img; } ScrStrct; #endif int OSDInternalW, OSDInternalH; namespace OGL { // Declarations and definitions // ---------------------------- static int s_fps = 0; static GLuint s_ShowEFBCopyRegions_VBO = 0; static GLuint s_ShowEFBCopyRegions_VAO = 0; static SHADER s_ShowEFBCopyRegions; static RasterFont* s_pfont = NULL; // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. static int s_MSAASamples = 1; static int s_MSAACoverageSamples = 0; static int s_LastMultisampleMode = 0; static bool s_bHaveCoverageMSAA = false; static u32 s_blendMode; #if defined(HAVE_WX) && HAVE_WX static std::thread scrshotThread; #endif // EFB cache related static const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks. static const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up static const u32 EFB_CACHE_HEIGHT = (EFB_HEIGHT + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; static bool s_efbCacheValid[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; static std::vector s_efbCache[2][EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT]; // 2 for PEEK_Z and PEEK_COLOR int GetNumMSAASamples(int MSAAMode) { switch (MSAAMode) { case MULTISAMPLE_OFF: return 1; case MULTISAMPLE_2X: return 2; case MULTISAMPLE_4X: case MULTISAMPLE_CSAA_8X: case MULTISAMPLE_CSAA_16X: return 4; case MULTISAMPLE_8X: case MULTISAMPLE_CSAA_8XQ: case MULTISAMPLE_CSAA_16XQ: return 8; default: return 1; } } int GetNumMSAACoverageSamples(int MSAAMode) { if (!s_bHaveCoverageMSAA) return 0; switch (g_ActiveConfig.iMultisampleMode) { case MULTISAMPLE_CSAA_8X: case MULTISAMPLE_CSAA_8XQ: return 8; case MULTISAMPLE_CSAA_16X: case MULTISAMPLE_CSAA_16XQ: return 16; default: return 0; } } // Init functions Renderer::Renderer() { OSDInternalW = 0; OSDInternalH = 0; s_fps=0; s_ShowEFBCopyRegions_VBO = 0; s_blendMode = 0; InitFPSCounter(); const char* gl_vendor = (const char*)glGetString(GL_VENDOR); const char* gl_renderer = (const char*)glGetString(GL_RENDERER); const char* gl_version = (const char*)glGetString(GL_VERSION); OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", gl_vendor, gl_renderer, gl_version).c_str(), 5000); bool bSuccess = true; GLint numvertexattribs = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs); if (numvertexattribs < 16) { ERROR_LOG(VIDEO, "GPU: OGL ERROR: Number of attributes %d not enough.\n" "GPU: Does your video card support OpenGL 2.x?", numvertexattribs); bSuccess = false; } // Init extension support. #ifdef __APPLE__ glewExperimental = 1; #endif if (glewInit() != GLEW_OK) { ERROR_LOG(VIDEO, "glewInit() failed! Does your video card support OpenGL 2.x?"); return; // TODO: fail } if (!GLEW_EXT_secondary_color) { ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_EXT_secondary_color.\n" "GPU: Does your video card support OpenGL 2.x?"); bSuccess = false; } if (!GLEW_ARB_framebuffer_object) { ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_ARB_framebufer_object for multiple render targets.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLEW_ARB_vertex_array_object) { ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_vertex_array_object.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLEW_ARB_map_buffer_range) { ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_map_buffer_range.\n" "GPU: Does your video card support OpenGL 3.0?"); bSuccess = false; } if (!GLEW_ARB_sampler_objects && bSuccess) { ERROR_LOG(VIDEO, "GPU: OGL ERROR: Need GL_ARB_sampler_objects." "GPU: Does your video card support OpenGL 3.2?" "Please report this issue, then there will be a workaround"); bSuccess = false; } s_bHaveCoverageMSAA = GLEW_NV_framebuffer_multisample_coverage; g_Config.backend_info.bSupportsDualSourceBlend = GLEW_ARB_blend_func_extended; g_Config.backend_info.bSupportsGLSLUBO = GLEW_ARB_uniform_buffer_object; g_Config.backend_info.bSupportsGLPinnedMemory = GLEW_AMD_pinned_memory; g_Config.backend_info.bSupportsGLSync = GLEW_ARB_sync; g_Config.backend_info.bSupportsGLSLCache = GLEW_ARB_get_program_binary; g_Config.backend_info.bSupportsGLBaseVertex = GLEW_ARB_draw_elements_base_vertex; if(g_Config.backend_info.bSupportsGLSLUBO && ( // hd3000 get corruption, hd4000 also and a big slowdown !strcmp(gl_vendor, "Intel Open Source Technology Center") && (!strcmp(gl_version, "3.0 Mesa 9.0.0") || !strcmp(gl_version, "3.0 Mesa 9.0.1") || !strcmp(gl_version, "3.0 Mesa 9.0.2") || !strcmp(gl_version, "3.0 Mesa 9.0.3") || !strcmp(gl_version, "3.0 Mesa 9.1.0") ) )) { g_Config.backend_info.bSupportsGLSLUBO = false; ERROR_LOG(VIDEO, "buggy driver detected. Disable UBO"); } #ifndef _WIN32 if(g_Config.backend_info.bSupportsGLPinnedMemory && !strcmp(gl_vendor, "Advanced Micro Devices, Inc.")) { g_Config.backend_info.bSupportsGLPinnedMemory = false; ERROR_LOG(VIDEO, "some fglrx versions have broken pinned memory support, so it's disabled for fglrx"); } #endif UpdateActiveConfig(); OSD::AddMessage(StringFromFormat("Missing Extensions: %s%s%s%s%s%s", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "" : "UniformBuffer ", g_ActiveConfig.backend_info.bSupportsGLPinnedMemory ? "" : "PinnedMemory ", g_ActiveConfig.backend_info.bSupportsGLSLCache ? "" : "ShaderCache ", g_ActiveConfig.backend_info.bSupportsGLBaseVertex ? "" : "BaseVertex ", g_ActiveConfig.backend_info.bSupportsGLSync ? "" : "Sync " ).c_str(), 5000); s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode; s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode); s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode); if (!bSuccess) return; // TODO: fail // Decide frambuffer size s_backbuffer_width = (int)GLInterface->GetBackBufferWidth(); s_backbuffer_height = (int)GLInterface->GetBackBufferHeight(); // Handle VSync on/off int swapInterval = g_ActiveConfig.bVSync ? 1 : 0; GLInterface->SwapInterval(swapInterval); // check the max texture width and height GLint max_texture_size; glGetIntegerv(GL_MAX_TEXTURE_SIZE, (GLint *)&max_texture_size); if (max_texture_size < 1024) ERROR_LOG(VIDEO, "GL_MAX_TEXTURE_SIZE too small at %i - must be at least 1024.", max_texture_size); if (GL_REPORT_ERROR() != GL_NO_ERROR) bSuccess = false; if (!GLEW_ARB_texture_non_power_of_two) WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported."); // TODO: Move these somewhere else? FramebufferManagerBase::SetLastXfbWidth(MAX_XFB_WIDTH); FramebufferManagerBase::SetLastXfbHeight(MAX_XFB_HEIGHT); UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); s_LastEFBScale = g_ActiveConfig.iEFBScale; CalculateTargetSize(s_backbuffer_width, s_backbuffer_height); // Because of the fixed framebuffer size we need to disable the resolution // options while running g_Config.bRunning = true; if (GL_REPORT_ERROR() != GL_NO_ERROR) bSuccess = false; // Initialize the FramebufferManager g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height, s_MSAASamples, s_MSAACoverageSamples); if (GL_REPORT_ERROR() != GL_NO_ERROR) bSuccess = false; glStencilFunc(GL_ALWAYS, 0, 0); glBlendFunc(GL_ONE, GL_ONE); glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment glDisable(GL_STENCIL_TEST); glEnable(GL_SCISSOR_TEST); glScissor(0, 0, GetTargetWidth(), GetTargetHeight()); glBlendColor(0, 0, 0, 0.5f); glClearDepth(1.0f); UpdateActiveConfig(); } Renderer::~Renderer() { #if defined(HAVE_WX) && HAVE_WX if (scrshotThread.joinable()) scrshotThread.join(); #endif delete g_framebuffer_manager; } void Renderer::Shutdown() { g_Config.bRunning = false; UpdateActiveConfig(); glDeleteBuffers(1, &s_ShowEFBCopyRegions_VBO); glDeleteVertexArrays(1, &s_ShowEFBCopyRegions_VAO); s_ShowEFBCopyRegions_VBO = 0; delete s_pfont; s_pfont = 0; s_ShowEFBCopyRegions.Destroy(); } void Renderer::Init() { s_pfont = new RasterFont(); ProgramShaderCache::CompileShader(s_ShowEFBCopyRegions, "in vec2 rawpos;\n" "in vec3 color0;\n" "out vec4 c;\n" "void main(void) {\n" " gl_Position = vec4(rawpos,0,1);\n" " c = vec4(color0, 1.0);\n" "}\n", "in vec4 c;\n" "out vec4 ocol0;\n" "void main(void) {\n" " ocol0 = c;\n" "}\n"); // creating buffers glGenBuffers(1, &s_ShowEFBCopyRegions_VBO); glGenVertexArrays(1, &s_ShowEFBCopyRegions_VAO); glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO); glBindVertexArray( s_ShowEFBCopyRegions_VAO ); glEnableVertexAttribArray(SHADER_POSITION_ATTRIB); glVertexAttribPointer(SHADER_POSITION_ATTRIB, 2, GL_FLOAT, 0, sizeof(GLfloat)*5, NULL); glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB); glVertexAttribPointer(SHADER_COLOR0_ATTRIB, 3, GL_FLOAT, 0, sizeof(GLfloat)*5, (GLfloat*)NULL+2); } // Create On-Screen-Messages void Renderer::DrawDebugInfo() { // Reset viewport for drawing text glViewport(0, 0, GLInterface->GetBackBufferWidth(), GLInterface->GetBackBufferHeight()); // Draw various messages on the screen, like FPS, statistics, etc. char debugtext_buffer[8192]; char *p = debugtext_buffer; p[0] = 0; if (g_ActiveConfig.bShowFPS) p+=sprintf(p, "FPS: %d\n", s_fps); if (SConfig::GetInstance().m_ShowLag) p+=sprintf(p, "Lag: %llu\n", Movie::g_currentLagCount); if (g_ActiveConfig.bShowInputDisplay) p+=sprintf(p, "%s", Movie::GetInputDisplay().c_str()); if (g_ActiveConfig.bShowEFBCopyRegions) { // Store Line Size GLfloat lSize; glGetFloatv(GL_LINE_WIDTH, &lSize); // Set Line Size glLineWidth(3.0f); // 2*Coords + 3*Color glBindBuffer(GL_ARRAY_BUFFER, s_ShowEFBCopyRegions_VBO); glBufferData(GL_ARRAY_BUFFER, stats.efb_regions.size() * sizeof(GLfloat) * (2+3)*2*6, NULL, GL_STREAM_DRAW); GLfloat *Vertices = (GLfloat*)glMapBuffer(GL_ARRAY_BUFFER, GL_WRITE_ONLY); // Draw EFB copy regions rectangles int a = 0; GLfloat color[3] = {0.0f, 1.0f, 1.0f}; for (std::vector::const_iterator it = stats.efb_regions.begin(); it != stats.efb_regions.end(); ++it) { GLfloat halfWidth = EFB_WIDTH / 2.0f; GLfloat halfHeight = EFB_HEIGHT / 2.0f; GLfloat x = (GLfloat) -1.0f + ((GLfloat)it->left / halfWidth); GLfloat y = (GLfloat) 1.0f - ((GLfloat)it->top / halfHeight); GLfloat x2 = (GLfloat) -1.0f + ((GLfloat)it->right / halfWidth); GLfloat y2 = (GLfloat) 1.0f - ((GLfloat)it->bottom / halfHeight); Vertices[a++] = x; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x2; Vertices[a++] = y; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; Vertices[a++] = x; Vertices[a++] = y2; Vertices[a++] = color[0]; Vertices[a++] = color[1]; Vertices[a++] = color[2]; // TO DO: build something nicer here GLfloat temp = color[0]; color[0] = color[1]; color[1] = color[2]; color[2] = temp; } glUnmapBuffer(GL_ARRAY_BUFFER); s_ShowEFBCopyRegions.Bind(); glBindVertexArray( s_ShowEFBCopyRegions_VAO ); glDrawArrays(GL_LINES, 0, stats.efb_regions.size() * 2*6); // Restore Line Size glLineWidth(lSize); // Clear stored regions stats.efb_regions.clear(); } if (g_ActiveConfig.bOverlayStats) p = Statistics::ToString(p); if (g_ActiveConfig.bOverlayProjStats) p = Statistics::ToStringProj(p); // Render a shadow, and then the text. if (p != debugtext_buffer) { Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000); Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF); } } void Renderer::RenderText(const char *text, int left, int top, u32 color) { const int nBackbufferWidth = (int)GLInterface->GetBackBufferWidth(); const int nBackbufferHeight = (int)GLInterface->GetBackBufferHeight(); s_pfont->printMultilineText(text, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight, 0, nBackbufferWidth, nBackbufferHeight, color); GL_REPORT_ERRORD(); } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { TargetRectangle result; result.left = EFBToScaledX(rc.left); result.top = EFBToScaledY(EFB_HEIGHT - rc.top); result.right = EFBToScaledX(rc.right); result.bottom = EFBToScaledY(EFB_HEIGHT - rc.bottom); return result; } // Function: This function handles the OpenGL glScissor() function // ---------------------------- // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() // case 0x52 > SetScissorRect() // ---------------------------- // bpmem.scissorTL.x, y = 342x342 // bpmem.scissorBR.x, y = 981x821 // Renderer::GetTargetHeight() = the fixed ini file setting // donkopunchstania - it appears scissorBR is the bottom right pixel inside the scissor box // therefore the width and height are (scissorBR + 1) - scissorTL void Renderer::SetScissorRect(const TargetRectangle& rc) { glScissor(rc.left, rc.bottom, rc.GetWidth(), rc.GetHeight()); } void Renderer::SetColorMask() { // Only enable alpha channel if it's supported by the current EFB format GLenum ColorMask = GL_FALSE, AlphaMask = GL_FALSE; if (bpmem.alpha_test.TestResult() != AlphaTest::FAIL) { if (bpmem.blendmode.colorupdate) ColorMask = GL_TRUE; if (bpmem.blendmode.alphaupdate && (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24)) AlphaMask = GL_TRUE; } glColorMask(ColorMask, ColorMask, ColorMask, AlphaMask); } void ClearEFBCache() { for (u32 i = 0; i < EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT; ++i) s_efbCacheValid[0][i] = false; for (u32 i = 0; i < EFB_CACHE_WIDTH * EFB_CACHE_HEIGHT; ++i) s_efbCacheValid[1][i] = false; } void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data) { u32 cacheType = (type == PEEK_Z ? 0 : 1); if (!s_efbCache[cacheType][cacheRectIdx].size()) s_efbCache[cacheType][cacheRectIdx].resize(EFB_CACHE_RECT_SIZE * EFB_CACHE_RECT_SIZE); u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left; u32 efbPixelRcHeight = efbPixelRc.bottom - efbPixelRc.top; u32 efbPixelRcWidth = efbPixelRc.right - efbPixelRc.left; for (u32 yCache = 0; yCache < efbPixelRcHeight; ++yCache) { u32 yEFB = efbPixelRc.top + yCache; u32 yPixel = (EFBToScaledY(EFB_HEIGHT - yEFB) + EFBToScaledY(EFB_HEIGHT - yEFB - 1)) / 2; u32 yData = yPixel - targetPixelRc.bottom; for (u32 xCache = 0; xCache < efbPixelRcWidth; ++xCache) { u32 xEFB = efbPixelRc.left + xCache; u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2; u32 xData = xPixel - targetPixelRc.left; s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = data[yData * targetPixelRcWidth + xData]; } } s_efbCacheValid[cacheType][cacheRectIdx] = true; } // This function allows the CPU to directly access the EFB. // There are EFB peeks (which will read the color or depth of a pixel) // and EFB pokes (which will change the color or depth of a pixel). // // The behavior of EFB peeks can only be modified by: // - GX_PokeAlphaRead // The behavior of EFB pokes can be modified by: // - GX_PokeAlphaMode (TODO) // - GX_PokeAlphaUpdate (TODO) // - GX_PokeBlendMode (TODO) // - GX_PokeColorUpdate (TODO) // - GX_PokeDither (TODO) // - GX_PokeDstAlpha (TODO) // - GX_PokeZMode (TODO) u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) { if (!g_ActiveConfig.bEFBAccessEnable) return 0; u32 cacheRectIdx = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_WIDTH + (x / EFB_CACHE_RECT_SIZE); // Get the rectangular target region containing the EFB pixel EFBRectangle efbPixelRc; efbPixelRc.left = (x / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE; efbPixelRc.top = (y / EFB_CACHE_RECT_SIZE) * EFB_CACHE_RECT_SIZE; efbPixelRc.right = std::min(efbPixelRc.left + EFB_CACHE_RECT_SIZE, (u32)EFB_WIDTH); efbPixelRc.bottom = std::min(efbPixelRc.top + EFB_CACHE_RECT_SIZE, (u32)EFB_HEIGHT); TargetRectangle targetPixelRc = ConvertEFBRectangle(efbPixelRc); u32 targetPixelRcWidth = targetPixelRc.right - targetPixelRc.left; u32 targetPixelRcHeight = targetPixelRc.top - targetPixelRc.bottom; // TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel switch (type) { case PEEK_Z: { u32 z; if (!s_efbCacheValid[0][cacheRectIdx]) { if (s_MSAASamples > 1) { // Resolve our rectangle. FramebufferManager::GetEFBDepthTexture(efbPixelRc); glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer()); } u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight]; glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthMap); GL_REPORT_ERRORD(); UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, depthMap); delete[] depthMap; } u32 xRect = x % EFB_CACHE_RECT_SIZE; u32 yRect = y % EFB_CACHE_RECT_SIZE; z = s_efbCache[0][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect]; // Scale the 32-bit value returned by glReadPixels to a 24-bit // value (GC uses a 24-bit Z-buffer). // TODO: in RE0 this value is often off by one, which causes lighting to disappear if(bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) { // if Z is in 16 bit format you must return a 16 bit integer z = z >> 16; } else { z = z >> 8; } return z; } case PEEK_COLOR: // GXPeekARGB { // Although it may sound strange, this really is A8R8G8B8 and not RGBA or 24-bit... // Tested in Killer 7, the first 8bits represent the alpha value which is used to // determine if we're aiming at an enemy (0x80 / 0x88) or not (0x70) // Wind Waker is also using it for the pictograph to determine the color of each pixel u32 color; if (!s_efbCacheValid[1][cacheRectIdx]) { if (s_MSAASamples > 1) { // Resolve our rectangle. FramebufferManager::GetEFBColorTexture(efbPixelRc); glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetResolvedFramebuffer()); } u32* colorMap = new u32[targetPixelRcWidth * targetPixelRcHeight]; glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, colorMap); GL_REPORT_ERRORD(); UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, colorMap); delete[] colorMap; } u32 xRect = x % EFB_CACHE_RECT_SIZE; u32 yRect = y % EFB_CACHE_RECT_SIZE; color = s_efbCache[1][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect]; // check what to do with the alpha channel (GX_PokeAlphaRead) PixelEngine::UPEAlphaReadReg alpha_read_mode; PixelEngine::Read16((u16&)alpha_read_mode, PE_ALPHAREAD); if (bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24) { color = RGBA8ToRGBA6ToRGBA8(color); } else if (bpmem.zcontrol.pixel_format == PIXELFMT_RGB565_Z16) { color = RGBA8ToRGB565ToRGBA8(color); } if(bpmem.zcontrol.pixel_format != PIXELFMT_RGBA6_Z24) { color |= 0xFF000000; } if(alpha_read_mode.ReadMode == 2) return color; // GX_READ_NONE else if(alpha_read_mode.ReadMode == 1) return (color | 0xFF000000); // GX_READ_FF else /*if(alpha_read_mode.ReadMode == 0)*/ return (color & 0x00FFFFFF); // GX_READ_00 } case POKE_COLOR: case POKE_Z: // 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; default: break; } return 0; } // Called from VertexShaderManager void Renderer::UpdateViewport(Matrix44& vpCorrection) { // reversed gxsetviewport(xorig, yorig, width, height, nearz, farz) // [0] = width/2 // [1] = height/2 // [2] = 16777215 * (farz - nearz) // [3] = xorig + width/2 + 342 // [4] = yorig + height/2 + 342 // [5] = 16777215 * farz int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; // TODO: ceil, floor or just cast to int? int X = EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - (float)scissorXOff)); int Y = EFBToScaledY((int)ceil((float)EFB_HEIGHT - xfregs.viewport.yOrig + xfregs.viewport.ht + (float)scissorYOff)); int Width = EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); int Height = EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)); double GLNear = (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; double GLFar = xfregs.viewport.farZ / 16777216.0f; if (Width < 0) { X += Width; Width *= -1; } if (Height < 0) { Y += Height; Height *= -1; } // OpenGL does not require any viewport correct Matrix44::LoadIdentity(vpCorrection); // Update the view port glViewport(X, Y, Width, Height); glDepthRange(GLNear, GLFar); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { ResetAPIState(); // color GLboolean const color_mask = colorEnable ? GL_TRUE : GL_FALSE, alpha_mask = alphaEnable ? GL_TRUE : GL_FALSE; glColorMask(color_mask, color_mask, color_mask, alpha_mask); glClearColor( float((color >> 16) & 0xFF) / 255.0f, float((color >> 8) & 0xFF) / 255.0f, float((color >> 0) & 0xFF) / 255.0f, float((color >> 24) & 0xFF) / 255.0f); // depth glDepthMask(zEnable ? GL_TRUE : GL_FALSE); glClearDepth(float(z & 0xFFFFFF) / float(0xFFFFFF)); // Update rect for clearing the picture glEnable(GL_SCISSOR_TEST); TargetRectangle const targetRc = ConvertEFBRectangle(rc); glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight()); // glColorMask/glDepthMask/glScissor affect glClear (glViewport does not) glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); RestoreAPIState(); ClearEFBCache(); } void Renderer::ReinterpretPixelData(unsigned int convtype) { // TODO } void Renderer::SetBlendMode(bool forceUpdate) { // Our render target always uses an alpha channel, so we need to override the blend functions to assume a destination alpha of 1 if the render target isn't supposed to have an alpha channel // Example: D3DBLEND_DESTALPHA needs to be D3DBLEND_ONE since the result without an alpha channel is assumed to always be 1. bool target_has_alpha = bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24; bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && target_has_alpha; bool useDualSource = useDstAlpha && g_ActiveConfig.backend_info.bSupportsDualSourceBlend; const GLenum glSrcFactors[8] = { GL_ZERO, GL_ONE, GL_DST_COLOR, GL_ONE_MINUS_DST_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // NOTE: If dual-source blending is enabled, use SRC1_ALPHA (target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE, (target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO }; const GLenum glDestFactors[8] = { GL_ZERO, GL_ONE, GL_SRC_COLOR, GL_ONE_MINUS_SRC_COLOR, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, // NOTE: If dual-source blending is enabled, use SRC1_ALPHA (target_has_alpha) ? GL_DST_ALPHA : (GLenum)GL_ONE, (target_has_alpha) ? GL_ONE_MINUS_DST_ALPHA : (GLenum)GL_ZERO }; // blend mode bit mask // 0 - blend enable // 1 - dst alpha enabled // 2 - reverse subtract enable (else add) // 3-5 - srcRGB function // 6-8 - dstRGB function u32 newval = useDualSource << 1; newval |= bpmem.blendmode.subtract << 2; if (bpmem.blendmode.subtract) newval |= 0x0049; // enable blending src 1 dst 1 else if (bpmem.blendmode.blendenable) { newval |= 1; // enable blending newval |= bpmem.blendmode.srcfactor << 3; newval |= bpmem.blendmode.dstfactor << 6; } u32 changes = forceUpdate ? 0xFFFFFFFF : newval ^ s_blendMode; if (changes & 1) // blend enable change (newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND); if (changes & 4) { // subtract enable change GLenum equation = newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD; GLenum equationAlpha = useDualSource ? GL_FUNC_ADD : equation; glBlendEquationSeparate(equation, equationAlpha); } if (changes & 0x1FA) { GLenum srcFactor = glSrcFactors[(newval >> 3) & 7]; GLenum dstFactor = glDestFactors[(newval >> 6) & 7]; GLenum srcFactorAlpha = srcFactor; GLenum dstFactorAlpha = dstFactor; if (useDualSource) { srcFactorAlpha = GL_ONE; dstFactorAlpha = GL_ZERO; if (srcFactor == GL_SRC_ALPHA) srcFactor = GL_SRC1_ALPHA; else if (srcFactor == GL_ONE_MINUS_SRC_ALPHA) srcFactor = GL_ONE_MINUS_SRC1_ALPHA; if (dstFactor == GL_SRC_ALPHA) dstFactor = GL_SRC1_ALPHA; else if (dstFactor == GL_ONE_MINUS_SRC_ALPHA) dstFactor = GL_ONE_MINUS_SRC1_ALPHA; } // blend RGB change glBlendFuncSeparate(srcFactor, dstFactor, srcFactorAlpha, dstFactorAlpha); } s_blendMode = newval; } void DumpFrame(const std::vector& data, int w, int h) { #if defined(HAVE_LIBAV) || defined(_WIN32) if (g_ActiveConfig.bDumpFrames && !data.empty()) { AVIDump::AddFrame(&data[0], w, h); } #endif } // This function has the final picture. We adjust the aspect ratio here. void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight,const EFBRectangle& rc,float Gamma) { static int w = 0, h = 0; if (g_bSkipCurrentFrame || (!XFBWrited && !g_ActiveConfig.RealXFBEnabled()) || !fbWidth || !fbHeight) { DumpFrame(frame_data, w, h); Core::Callback_VideoCopiedToXFB(false); return; } if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0; const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); if (g_ActiveConfig.VirtualXFBEnabled() && (!xfbSourceList || xfbCount == 0)) { DumpFrame(frame_data, w, h); Core::Callback_VideoCopiedToXFB(false); return; } ResetAPIState(); PostProcessing::Update(s_backbuffer_width, s_backbuffer_height); UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); TargetRectangle flipped_trc = GetTargetRectangle(); // Flip top and bottom for some reason; TODO: Fix the code to suck less? int tmp = flipped_trc.top; flipped_trc.top = flipped_trc.bottom; flipped_trc.bottom = tmp; GL_REPORT_ERRORD(); // Copy the framebuffer to screen. const XFBSourceBase* xfbSource = NULL; if(g_ActiveConfig.bUseXFB) { // Render to the real/postprocessing buffer now. PostProcessing::BindTargetFramebuffer(); // draw each xfb source glBindFramebuffer(GL_READ_FRAMEBUFFER, FramebufferManager::GetXFBFramebuffer()); for (u32 i = 0; i < xfbCount; ++i) { xfbSource = xfbSourceList[i]; MathUtil::Rectangle drawRc; if (g_ActiveConfig.bUseRealXFB) { drawRc.top = flipped_trc.top; drawRc.bottom = flipped_trc.bottom; drawRc.left = flipped_trc.left; drawRc.right = flipped_trc.right; } else { // use virtual xfb with offset int xfbHeight = xfbSource->srcHeight; int xfbWidth = xfbSource->srcWidth; int hOffset = ((s32)xfbSource->srcAddr - (s32)xfbAddr) / ((s32)fbWidth * 2); drawRc.top = flipped_trc.bottom + (hOffset + xfbHeight) * flipped_trc.GetHeight() / fbHeight; drawRc.bottom = flipped_trc.bottom + hOffset * flipped_trc.GetHeight() / fbHeight; drawRc.left = flipped_trc.left + (flipped_trc.GetWidth() - xfbWidth * flipped_trc.GetWidth() / fbWidth)/2; drawRc.right = flipped_trc.left + (flipped_trc.GetWidth() + xfbWidth * flipped_trc.GetWidth() / fbWidth)/2; // The following code disables auto stretch. Kept for reference. // scale draw area for a 1 to 1 pixel mapping with the draw target //float vScale = (float)fbHeight / (float)flipped_trc.GetHeight(); //float hScale = (float)fbWidth / (float)flipped_trc.GetWidth(); //drawRc.top *= vScale; //drawRc.bottom *= vScale; //drawRc.left *= hScale; //drawRc.right *= hScale; } // Tell the OSD Menu about the current internal resolution OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight(); MathUtil::Rectangle sourceRc; sourceRc.left = xfbSource->sourceRc.left; sourceRc.right = xfbSource->sourceRc.right; sourceRc.top = xfbSource->sourceRc.top; sourceRc.bottom = xfbSource->sourceRc.bottom; xfbSource->Draw(sourceRc, drawRc, 0, 0); } } else { TargetRectangle targetRc = ConvertEFBRectangle(rc); // for msaa mode, we must resolve the efb content to non-msaa FramebufferManager::ResolveAndGetRenderTarget(rc); // Render to the real/postprocessing buffer now. (resolve have changed this in msaa mode) PostProcessing::BindTargetFramebuffer(); // always the non-msaa fbo GLuint fb = s_MSAASamples>1?FramebufferManager::GetResolvedFramebuffer():FramebufferManager::GetEFBFramebuffer(); glBindFramebuffer(GL_READ_FRAMEBUFFER, fb); glBlitFramebuffer(targetRc.left, targetRc.bottom, targetRc.right, targetRc.top, flipped_trc.left, flipped_trc.bottom, flipped_trc.right, flipped_trc.top, GL_COLOR_BUFFER_BIT, GL_LINEAR); } PostProcessing::BlitToScreen(); glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); // Save screenshot if (s_bScreenshot) { std::lock_guard lk(s_criticalScreenshot); SaveScreenshot(s_sScreenshotName, flipped_trc); // Reset settings s_sScreenshotName.clear(); s_bScreenshot = false; } // Frame dumps are handled a little differently in Windows #if defined _WIN32 || defined HAVE_LIBAV if (g_ActiveConfig.bDumpFrames) { std::lock_guard lk(s_criticalScreenshot); if (frame_data.empty() || w != flipped_trc.GetWidth() || h != flipped_trc.GetHeight()) { w = flipped_trc.GetWidth(); h = flipped_trc.GetHeight(); frame_data.resize(3 * w * h); } glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(flipped_trc.left, flipped_trc.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, &frame_data[0]); if (GL_REPORT_ERROR() == GL_NO_ERROR && w > 0 && h > 0) { if (!bLastFrameDumped) { #ifdef _WIN32 bAVIDumping = AVIDump::Start(EmuWindow::GetParentWnd(), w, h); #else bAVIDumping = AVIDump::Start(w, h); #endif if (!bAVIDumping) OSD::AddMessage("AVIDump Start failed", 2000); else { OSD::AddMessage(StringFromFormat( "Dumping Frames to \"%sframedump0.avi\" (%dx%d RGB24)", File::GetUserPath(D_DUMPFRAMES_IDX).c_str(), w, h).c_str(), 2000); } } if (bAVIDumping) { #ifndef _WIN32 FlipImageData(&frame_data[0], w, h); #endif AVIDump::AddFrame(&frame_data[0], w, h); } bLastFrameDumped = true; } else NOTICE_LOG(VIDEO, "Error reading framebuffer"); } else { if (bLastFrameDumped && bAVIDumping) { std::vector().swap(frame_data); w = h = 0; AVIDump::Stop(); bAVIDumping = false; OSD::AddMessage("Stop dumping frames", 2000); } bLastFrameDumped = false; } #else if (g_ActiveConfig.bDumpFrames) { std::lock_guard lk(s_criticalScreenshot); std::string movie_file_name; w = GetTargetRectangle().GetWidth(); h = GetTargetRectangle().GetHeight(); frame_data.resize(3 * w * h); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(GetTargetRectangle().left, GetTargetRectangle().bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, &frame_data[0]); if (GL_REPORT_ERROR() == GL_NO_ERROR) { if (!bLastFrameDumped) { movie_file_name = File::GetUserPath(D_DUMPFRAMES_IDX) + "framedump.raw"; pFrameDump.Open(movie_file_name, "wb"); if (!pFrameDump) OSD::AddMessage("Error opening framedump.raw for writing.", 2000); else { OSD::AddMessage(StringFromFormat("Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name.c_str(), w, h).c_str(), 2000); } } if (pFrameDump) { FlipImageData(&frame_data[0], w, h); pFrameDump.WriteBytes(&frame_data[0], w * 3 * h); pFrameDump.Flush(); } bLastFrameDumped = true; } } else { if (bLastFrameDumped) pFrameDump.Close(); bLastFrameDumped = false; } #endif // Finish up the current frame, print some stats SetWindowSize(fbWidth, fbHeight); GLInterface->Update(); // just updates the render window position and the backbuffer size bool xfbchanged = false; if (FramebufferManagerBase::LastXfbWidth() != fbWidth || FramebufferManagerBase::LastXfbHeight() != fbHeight) { xfbchanged = true; unsigned int const last_w = (fbWidth < 1 || fbWidth > MAX_XFB_WIDTH) ? MAX_XFB_WIDTH : fbWidth; unsigned int const last_h = (fbHeight < 1 || fbHeight > MAX_XFB_HEIGHT) ? MAX_XFB_HEIGHT : fbHeight; FramebufferManagerBase::SetLastXfbWidth(last_w); FramebufferManagerBase::SetLastXfbHeight(last_h); } bool WindowResized = false; int W = (int)GLInterface->GetBackBufferWidth(); int H = (int)GLInterface->GetBackBufferHeight(); if (W != s_backbuffer_width || H != s_backbuffer_height || s_LastEFBScale != g_ActiveConfig.iEFBScale) { WindowResized = true; s_backbuffer_width = W; s_backbuffer_height = H; s_LastEFBScale = g_ActiveConfig.iEFBScale; } if (xfbchanged || WindowResized || (s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode)) { UpdateDrawRectangle(s_backbuffer_width, s_backbuffer_height); if (CalculateTargetSize(s_backbuffer_width, s_backbuffer_height) || s_LastMultisampleMode != g_ActiveConfig.iMultisampleMode) { s_LastMultisampleMode = g_ActiveConfig.iMultisampleMode; s_MSAASamples = GetNumMSAASamples(s_LastMultisampleMode); s_MSAACoverageSamples = GetNumMSAACoverageSamples(s_LastMultisampleMode); delete g_framebuffer_manager; g_framebuffer_manager = new FramebufferManager(s_target_width, s_target_height, s_MSAASamples, s_MSAACoverageSamples); } } if (XFBWrited) s_fps = UpdateFPSCounter(); // --------------------------------------------------------------------- GL_REPORT_ERRORD(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); DrawDebugInfo(); DrawDebugText(); GL_REPORT_ERRORD(); OSD::DrawMessages(); GL_REPORT_ERRORD(); // Copy the rendered frame to the real window GLInterface->Swap(); GL_REPORT_ERRORD(); // Clear framebuffer if(!g_ActiveConfig.bAnaglyphStereo) { glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); } GL_REPORT_ERRORD(); // Clean out old stuff from caches. It's not worth it to clean out the shader caches. DLCache::ProgressiveCleanup(); TextureCache::Cleanup(); frameCount++; GFX_DEBUGGER_PAUSE_AT(NEXT_FRAME, true); // Begin new frame // Set default viewport and scissor, for the clear to work correctly // New frame stats.ResetFrame(); // Render to the framebuffer. FramebufferManager::SetFramebuffer(0); GL_REPORT_ERRORD(); RestoreAPIState(); GL_REPORT_ERRORD(); g_Config.iSaveTargetId = 0; UpdateActiveConfig(); TextureCache::OnConfigChanged(g_ActiveConfig); // For testing zbuffer targets. // Renderer::SetZBufferRender(); // SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, // GetTargetWidth(), GetTargetHeight()); Core::Callback_VideoCopiedToXFB(XFBWrited || (g_ActiveConfig.bUseXFB && g_ActiveConfig.bUseRealXFB)); XFBWrited = false; // Invalidate EFB cache ClearEFBCache(); } // ALWAYS call RestoreAPIState for each ResetAPIState call you're doing void Renderer::ResetAPIState() { // Gets us to a reasonably sane state where it's possible to do things like // image copies with textured quads, etc. 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); } void Renderer::RestoreAPIState() { // Gets us back into a more game-like state. glEnable(GL_SCISSOR_TEST); SetGenerationMode(); BPFunctions::SetScissor(); SetColorMask(); SetDepthMode(); SetBlendMode(true); VertexShaderManager::SetViewportChanged(); glPolygonMode(GL_FRONT_AND_BACK, g_ActiveConfig.bWireFrame ? GL_LINE : GL_FILL); VertexManager *vm = (OGL::VertexManager*)g_vertex_manager; glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers); vm->m_last_vao = 0; TextureCache::SetStage(); } void Renderer::SetGenerationMode() { // none, ccw, cw, ccw if (bpmem.genMode.cullmode > 0) { glEnable(GL_CULL_FACE); glFrontFace(bpmem.genMode.cullmode == 2 ? GL_CCW : GL_CW); } else glDisable(GL_CULL_FACE); } void Renderer::SetDepthMode() { const GLenum glCmpFuncs[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS }; if (bpmem.zmode.testenable) { glEnable(GL_DEPTH_TEST); glDepthMask(bpmem.zmode.updateenable ? GL_TRUE : GL_FALSE); glDepthFunc(glCmpFuncs[bpmem.zmode.func]); } else { // if the test is disabled write is disabled too // TODO: When PE performance metrics are being emulated via occlusion queries, we should (probably?) enable depth test with depth function ALWAYS here glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } } void Renderer::SetLogicOpMode() { const GLenum glLogicOpCodes[16] = { GL_CLEAR, GL_AND, GL_AND_REVERSE, GL_COPY, GL_AND_INVERTED, GL_NOOP, GL_XOR, GL_OR, GL_NOR, GL_EQUIV, GL_INVERT, GL_OR_REVERSE, GL_COPY_INVERTED, GL_OR_INVERTED, GL_NAND, GL_SET }; if (bpmem.blendmode.logicopenable) { glEnable(GL_COLOR_LOGIC_OP); glLogicOp(glLogicOpCodes[bpmem.blendmode.logicmode]); } else { glDisable(GL_COLOR_LOGIC_OP); } } void Renderer::SetDitherMode() { if (bpmem.blendmode.dither) glEnable(GL_DITHER); else glDisable(GL_DITHER); } void Renderer::SetLineWidth() { float fratio = xfregs.viewport.wd != 0 ? ((float)Renderer::GetTargetWidth() / EFB_WIDTH) : 1.0f; if (bpmem.lineptwidth.linesize > 0) // scale by ratio of widths glLineWidth((float)bpmem.lineptwidth.linesize * fratio / 6.0f); if (bpmem.lineptwidth.pointsize > 0) glPointSize((float)bpmem.lineptwidth.pointsize * fratio / 6.0f); } void Renderer::SetSamplerState(int stage, int texindex) { auto const& tex = bpmem.tex[texindex]; auto const& tm0 = tex.texMode0[stage]; auto const& tm1 = tex.texMode1[stage]; g_sampler_cache->SetSamplerState((texindex * 4) + stage, tm0, tm1); } void Renderer::SetInterlacingMode() { // TODO } void Renderer::FlipImageData(u8 *data, int w, int h) { // Flip image upside down. Damn OpenGL. for (int y = 0; y < h / 2; y++) { for(int x = 0; x < w; x++) { std::swap(data[(y * w + x) * 3], data[((h - 1 - y) * w + x) * 3]); std::swap(data[(y * w + x) * 3 + 1], data[((h - 1 - y) * w + x) * 3 + 1]); std::swap(data[(y * w + x) * 3 + 2], data[((h - 1 - y) * w + x) * 3 + 2]); } } } } // TODO: remove extern bool g_aspect_wide; #if defined(HAVE_WX) && HAVE_WX void TakeScreenshot(ScrStrct* threadStruct) { // These will contain the final image size float FloatW = (float)threadStruct->W; float FloatH = (float)threadStruct->H; // Handle aspect ratio for the final ScrStrct to look exactly like what's on screen. if (g_ActiveConfig.iAspectRatio != ASPECT_STRETCH) { bool use16_9 = g_aspect_wide; // Check for force-settings and override. if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_16_9) use16_9 = true; else if (g_ActiveConfig.iAspectRatio == ASPECT_FORCE_4_3) use16_9 = false; float Ratio = (FloatW / FloatH) / (!use16_9 ? (4.0f / 3.0f) : (16.0f / 9.0f)); // If ratio > 1 the picture is too wide and we have to limit the width. if (Ratio > 1) FloatW /= Ratio; // ratio == 1 or the image is too high, we have to limit the height. else FloatH *= Ratio; // This is a bit expensive on high resolutions threadStruct->img->Rescale((int)FloatW, (int)FloatH, wxIMAGE_QUALITY_HIGH); } // Save the screenshot and finally kill the wxImage object // This is really expensive when saving to PNG, but not at all when using BMP threadStruct->img->SaveFile(StrToWxStr(threadStruct->filename), wxBITMAP_TYPE_PNG); threadStruct->img->Destroy(); // Show success messages OSD::AddMessage(StringFromFormat("Saved %i x %i %s", (int)FloatW, (int)FloatH, threadStruct->filename.c_str()).c_str(), 2000); delete threadStruct; } #endif namespace OGL { bool Renderer::SaveScreenshot(const std::string &filename, const TargetRectangle &back_rc) { u32 W = back_rc.GetWidth(); u32 H = back_rc.GetHeight(); u8 *data = (u8 *)malloc((sizeof(u8) * 3 * W * H)); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(back_rc.left, back_rc.bottom, W, H, GL_RGB, GL_UNSIGNED_BYTE, data); // Show failure message if (GL_REPORT_ERROR() != GL_NO_ERROR) { free(data); OSD::AddMessage("Error capturing or saving screenshot.", 2000); return false; } // Turn image upside down FlipImageData(data, W, H); #if defined(HAVE_WX) && HAVE_WX // Create wxImage wxImage *a = new wxImage(W, H, data); if (scrshotThread.joinable()) scrshotThread.join(); ScrStrct *threadStruct = new ScrStrct; threadStruct->filename = filename; threadStruct->img = a; threadStruct->H = H; threadStruct->W = W; scrshotThread = std::thread(TakeScreenshot, threadStruct); #ifdef _WIN32 SetThreadPriority(scrshotThread.native_handle(), THREAD_PRIORITY_BELOW_NORMAL); #endif bool result = true; OSD::AddMessage("Saving Screenshot... ", 2000); #else bool result = SaveTGA(filename.c_str(), W, H, data); free(data); #endif return result; } }