// 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 "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 "PixelShaderCache.h" #include "PixelShaderManager.h" #include "ProgramShaderCache.h" #include "VertexShaderCache.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 "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 #if defined HAVE_CG && HAVE_CG CGcontext g_cgcontext; CGprofile g_cgvProf; CGprofile g_cgfProf; #endif int OSDInternalW, OSDInternalH; namespace OGL { // Declarations and definitions // ---------------------------- int s_fps=0; 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; bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp static bool s_bHaveCoverageMSAA = false; static u32 s_blendMode; #if defined(HAVE_WX) && HAVE_WX static std::thread scrshotThread; #endif // EFB cache related const u32 EFB_CACHE_RECT_SIZE = 64; // Cache 64x64 blocks. const u32 EFB_CACHE_WIDTH = (EFB_WIDTH + EFB_CACHE_RECT_SIZE - 1) / EFB_CACHE_RECT_SIZE; // round up 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 static 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 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; static 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 GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; static const GLenum glCmpFuncs[8] = { GL_NEVER, GL_LESS, GL_EQUAL, GL_LEQUAL, GL_GREATER, GL_NOTEQUAL, GL_GEQUAL, GL_ALWAYS }; static 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 defined HAVE_CG && HAVE_CG void HandleCgError(CGcontext ctx, CGerror err, void* appdata) { DEBUG_LOG(VIDEO, "Cg error: %s", cgGetErrorString(err)); const char* listing = cgGetLastListing(g_cgcontext); if (listing != NULL) DEBUG_LOG(VIDEO, " last listing: %s", listing); } #endif int GetNumMSAASamples(int MSAAMode) { // required for MSAA if (!s_bHaveFramebufferBlit) return 1; 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_blendMode = 0; InitFPSCounter(); #if defined HAVE_CG && HAVE_CG g_cgcontext = cgCreateContext(); cgGetError(); cgSetErrorHandler(HandleCgError, NULL); #endif // Look for required extensions. const char *ptoken = (const char*)glGetString(GL_EXTENSIONS); if (!ptoken) { PanicAlert("Your OpenGL Driver seems to be not working.\n" "Please make sure your drivers are up-to-date and\n" "that your video hardware is OpenGL 2.x compatible."); return; // TODO: fail } INFO_LOG(VIDEO, "Supported OpenGL Extensions:"); INFO_LOG(VIDEO, "%s", ptoken); // write to the log file INFO_LOG(VIDEO, "\n"); OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", glGetString(GL_VENDOR), glGetString(GL_RENDERER), glGetString(GL_VERSION)).c_str(), 5000); bool bSuccess = true; GLint numvertexattribs = 0; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs); if (numvertexattribs < 11) { 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. if (glewInit() != GLEW_OK) { ERROR_LOG(VIDEO, "glewInit() failed! Does your video card support OpenGL 2.x?"); return; // TODO: fail } if (!GLEW_EXT_framebuffer_object) { ERROR_LOG(VIDEO, "GPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets.\n" "GPU: Does your video card support OpenGL 2.x?"); bSuccess = false; } 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; } s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL; s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL; // TODO: Switch over to using glew once 1.6/1.7 becomes more mainstream, seems most people are stuck in 1.5 if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL) g_Config.backend_info.bSupportsGLSLBinding = true; if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_uniform_buffer_object") != NULL) g_Config.backend_info.bSupportsGLSLUBO = true; if ((g_Config.backend_info.bSupportsGLSLBinding || g_Config.backend_info.bSupportsGLSLUBO) && strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_explicit_attrib_location") != NULL) g_Config.backend_info.bSupportsGLSLATTRBind = true; if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_get_program_binary") != NULL) g_Config.backend_info.bSupportsGLSLCache = true; UpdateActiveConfig(); OSD::AddMessage(StringFromFormat("Using GLSL. Supports Binding: %s UBOs: %s Cache: %s", g_ActiveConfig.backend_info.bSupportsGLSLBinding ? "True" : "False", g_ActiveConfig.backend_info.bSupportsGLSLUBO ? "True" : "False", g_ActiveConfig.backend_info.bSupportsGLSLCache ? "True" : "False").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)OpenGL_GetBackbufferWidth(); s_backbuffer_height = (int)OpenGL_GetBackbufferHeight(); // Handle VSync on/off #ifdef __APPLE__ int swapInterval = g_ActiveConfig.bVSync ? 1 : 0; #if defined USE_WX && USE_WX NSOpenGLContext *ctx = GLWin.glCtxt->GetWXGLContext(); #else NSOpenGLContext *ctx = GLWin.cocoaCtx; #endif [ctx setValues: &swapInterval forParameter: NSOpenGLCPSwapInterval]; #elif defined _WIN32 if (WGLEW_EXT_swap_control) wglSwapIntervalEXT(g_ActiveConfig.bVSync ? 1 : 0); else ERROR_LOG(VIDEO, "No support for SwapInterval (framerate clamped to monitor refresh rate)."); #elif defined(HAVE_X11) && HAVE_X11 if (glXSwapIntervalSGI) glXSwapIntervalSGI(g_ActiveConfig.bVSync ? 1 : 0); else ERROR_LOG(VIDEO, "No support for SwapInterval (framerate clamped to monitor refresh rate)."); #endif // 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 (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers) glDrawBuffers = glDrawBuffersARB; if (!GLEW_ARB_texture_non_power_of_two) WARN_LOG(VIDEO, "ARB_texture_non_power_of_two not supported."); s_XFB_width = MAX_XFB_WIDTH; s_XFB_height = MAX_XFB_HEIGHT; TargetRectangle dst_rect; ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); CalculateXYScale(dst_rect); s_LastEFBScale = g_ActiveConfig.iEFBScale; CalculateTargetSize(); // 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); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); if (GL_REPORT_ERROR() != GL_NO_ERROR) bSuccess = false; s_pfont = new RasterFont(); #if defined HAVE_CG && HAVE_CG // load the effect, find the best profiles (if any) if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) { ERROR_LOG(VIDEO, "arbvp1 not supported"); return; // TODO: fail } if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) { ERROR_LOG(VIDEO, "arbfp1 not supported"); return; // TODO: fail } g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX); g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT); if (strstr((const char*)glGetString(GL_VENDOR), "Humper") == NULL) { #if CG_VERSION_NUM == 2100 // A bug was introduced in Cg2.1's handling of very large profile option values // so this will not work on ATI. ATI returns MAXINT = 2147483647 (0x7fffffff) // which is correct in OpenGL but Cg fails to handle it properly. As a result // -1 is used by Cg resulting (signedness incorrect) and compilation fails. if (strstr((const char*)glGetString(GL_VENDOR), "ATI") == NULL) #endif { cgGLSetOptimalOptions(g_cgvProf); cgGLSetOptimalOptions(g_cgfProf); } } #else // If we don't have Nvidia CG, we HAVE to use GLSL g_Config.bUseGLSL = true; UpdateActiveConfig(); #endif // HAVE_CG int nenvvertparams, nenvfragparams, naddrregisters[2]; glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvvertparams); glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ENV_PARAMETERS_ARB, (GLint *)&nenvfragparams); glGetProgramivARB(GL_VERTEX_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[0]); glGetProgramivARB(GL_FRAGMENT_PROGRAM_ARB, GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB, (GLint *)&naddrregisters[1]); DEBUG_LOG(VIDEO, "Max program env parameters: vert=%d, frag=%d", nenvvertparams, nenvfragparams); DEBUG_LOG(VIDEO, "Max program address register parameters: vert=%d, frag=%d", naddrregisters[0], naddrregisters[1]); if (nenvvertparams < 238) ERROR_LOG(VIDEO, "Not enough vertex shader environment constants!!"); #if defined HAVE_CG && HAVE_CG INFO_LOG(VIDEO, "Max buffer sizes: %d %d", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf)); #ifndef _DEBUG cgGLSetDebugMode(GL_FALSE); #endif #endif glStencilFunc(GL_ALWAYS, 0, 0); glBlendFunc(GL_ONE, GL_ONE); glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // Reset The Current Viewport glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glShadeModel(GL_SMOOTH); glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); 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()); glBlendColorEXT(0, 0, 0, 0.5f); glClearDepth(1.0f); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // legacy multitexturing: select texture channel only. glActiveTexture(GL_TEXTURE0); glClientActiveTexture(GL_TEXTURE0); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); UpdateActiveConfig(); //return GL_REPORT_ERROR() == GL_NO_ERROR && bSuccess; return; } Renderer::~Renderer() { g_Config.bRunning = false; UpdateActiveConfig(); delete s_pfont; s_pfont = 0; #if defined HAVE_CG && HAVE_CG if (g_cgcontext) { cgDestroyContext(g_cgcontext); g_cgcontext = 0; } #endif #if defined(HAVE_WX) && HAVE_WX if (scrshotThread.joinable()) scrshotThread.join(); #endif delete g_framebuffer_manager; } // Create On-Screen-Messages void Renderer::DrawDebugInfo() { // Reset viewport for drawing text glViewport(0, 0, OpenGL_GetBackbufferWidth(), OpenGL_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 (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); glBegin(GL_LINES); // Draw EFB copy regions rectangles 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); // Draw shadow of rect glColor3f(0.0f, 0.0f, 0.0f); glVertex2f(x, y - 0.01); glVertex2f(x2, y - 0.01); glVertex2f(x, y2 - 0.01); glVertex2f(x2, y2 - 0.01); glVertex2f(x + 0.005, y); glVertex2f(x + 0.005, y2); glVertex2f(x2 + 0.005, y); glVertex2f(x2 + 0.005, y2); // Draw rect glColor3f(0.0f, 1.0f, 1.0f); glVertex2f(x, y); glVertex2f(x2, y); glVertex2f(x, y2); glVertex2f(x2, y2); glVertex2f(x, y); glVertex2f(x, y2); glVertex2f(x2, y); glVertex2f(x2, y2); } glEnd(); // 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)OpenGL_GetBackbufferWidth(); const int nBackbufferHeight = (int)OpenGL_GetBackbufferHeight(); glColor4f(((color>>16) & 0xff)/255.0f, ((color>> 8) & 0xff)/255.0f, ((color>> 0) & 0xff)/255.0f, ((color>>24) & 0xFF)/255.0f); s_pfont->printMultilineText(text, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight, 0, nBackbufferWidth, nBackbufferHeight); 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.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); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 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); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, 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) { // blend mode bit mask // 0 - blend enable // 2 - reverse subtract enable (else add) // 3-5 - srcRGB function // 6-8 - dstRGB function u32 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; bool useDstAlpha = !g_ActiveConfig.bDstAlphaPass && bpmem.dstalpha.enable && bpmem.blendmode.alphaupdate && bpmem.zcontrol.pixel_format == PIXELFMT_RGBA6_Z24 && g_ActiveConfig.bUseGLSL; bool useDualSource = useDstAlpha; 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 & 0x1F8) { GLenum srcFactor = glSrcFactors[(newval >> 3) & 7]; GLenum srcFactorAlpha = srcFactor; GLenum dstFactor = glDestFactors[(newval >> 6) & 7]; 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; } // 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.bUseXFB || !g_ActiveConfig.bUseRealXFB)) || !fbWidth || !fbHeight) { if (g_ActiveConfig.bDumpFrames && frame_data) { #ifdef _WIN32 AVIDump::AddFrame(frame_data); #elif defined HAVE_LIBAV AVIDump::AddFrame((u8*)frame_data, w, h); #endif } Core::Callback_VideoCopiedToXFB(false); return; } // this function is called after the XFB field is changed, not after // EFB is copied to XFB. In this way, flickering is reduced in games // and seems to also give more FPS in ZTP if (field == FIELD_LOWER) xfbAddr -= fbWidth * 2; u32 xfbCount = 0; const XFBSourceBase* const* xfbSourceList = FramebufferManager::GetXFBSource(xfbAddr, fbWidth, fbHeight, xfbCount); if ((!xfbSourceList || xfbCount == 0) && g_ActiveConfig.bUseXFB && !g_ActiveConfig.bUseRealXFB) { if (g_ActiveConfig.bDumpFrames && frame_data) { #ifdef _WIN32 AVIDump::AddFrame(frame_data); #elif defined HAVE_LIBAV AVIDump::AddFrame((u8*)frame_data, w, h); #endif } Core::Callback_VideoCopiedToXFB(false); return; } ResetAPIState(); TargetRectangle dst_rect; ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, true, &dst_rect); // Textured triangles are necessary because of post-processing shaders // Disable all other stages for (int i = 1; i < 8; ++i) OGL::TextureCache::DisableStage(i); // Update GLViewPort glViewport(dst_rect.left, dst_rect.bottom, dst_rect.GetWidth(), dst_rect.GetHeight()); GL_REPORT_ERRORD(); // Copy the framebuffer to screen. // Texture map s_xfbTexture onto the main buffer glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_RECTANGLE_ARB); // Use linear filtering. glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // We must call ApplyShader here even if no post proc is selected - it takes // care of disabling it in that case. It returns false in case of no post processing. bool applyShader = PostProcessing::ApplyShader(); const XFBSourceBase* xfbSource = NULL; if(g_ActiveConfig.bUseXFB) { // draw each xfb source // Render to the real buffer now. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer for (u32 i = 0; i < xfbCount; ++i) { xfbSource = xfbSourceList[i]; MathUtil::Rectangle drawRc; if (!g_ActiveConfig.bUseRealXFB) { // 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 = 1.0f - (2.0f * (hOffset) / (float)fbHeight); drawRc.bottom = 1.0f - (2.0f * (hOffset + xfbHeight) / (float)fbHeight); drawRc.left = -(xfbWidth / (float)fbWidth); drawRc.right = (xfbWidth / (float)fbWidth); // 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)dst_rect.GetHeight(); //float hScale = (float)fbWidth / (float)dst_rect.GetWidth(); //drawRc.top *= vScale; //drawRc.bottom *= vScale; //drawRc.left *= hScale; //drawRc.right *= hScale; } else { drawRc.top = 1; drawRc.bottom = -1; drawRc.left = -1; drawRc.right = 1; } // 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); // We must call ApplyShader here even if no post proc is selected. // It takes care of disabling it in that case. It returns false in // case of no post processing. if (applyShader) PixelShaderCache::DisableShader(); } } else { TargetRectangle targetRc = ConvertEFBRectangle(rc); GLuint read_texture = FramebufferManager::ResolveAndGetRenderTarget(rc); // Render to the real buffer now. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer glBindTexture(GL_TEXTURE_RECTANGLE_ARB, read_texture); if (applyShader) { glBegin(GL_QUADS); glTexCoord2f(targetRc.left, targetRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1); glTexCoord2f(targetRc.left, targetRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1); glTexCoord2f(targetRc.right, targetRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1); glVertex2f( 1, 1); glTexCoord2f(targetRc.right, targetRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1); glEnd(); PixelShaderCache::DisableShader(); } else { glBegin(GL_QUADS); glTexCoord2f(targetRc.left, targetRc.bottom); glVertex2f(-1, -1); glTexCoord2f(targetRc.left, targetRc.top); glVertex2f(-1, 1); glTexCoord2f(targetRc.right, targetRc.top); glVertex2f( 1, 1); glTexCoord2f(targetRc.right, targetRc.bottom); glVertex2f( 1, -1); glEnd(); } } glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); OGL::TextureCache::DisableStage(0); // Save screenshot if (s_bScreenshot) { std::lock_guard lk(s_criticalScreenshot); SaveScreenshot(s_sScreenshotName, dst_rect); // 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 || w != dst_rect.GetWidth() || h != dst_rect.GetHeight()) { if (frame_data) delete[] frame_data; w = dst_rect.GetWidth(); h = dst_rect.GetHeight(); frame_data = new char[3 * w * h]; } glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data); 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) { #ifdef _WIN32 AVIDump::AddFrame(frame_data); #else FlipImageData((u8*)frame_data, w, h); AVIDump::AddFrame((u8*)frame_data, w, h); #endif } bLastFrameDumped = true; } else NOTICE_LOG(VIDEO, "Error reading framebuffer"); } else { if (bLastFrameDumped && bAVIDumping) { if (frame_data) { delete[] frame_data; frame_data = NULL; 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 = dst_rect.GetWidth(); h = dst_rect.GetHeight(); frame_data = new char[3 * w * h]; glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(dst_rect.left, dst_rect.bottom, w, h, GL_BGR, GL_UNSIGNED_BYTE, frame_data); 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 { char msg [255]; sprintf(msg, "Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name.c_str(), w, h); OSD::AddMessage(msg, 2000); } } if (pFrameDump) { FlipImageData((u8*)frame_data, w, h); pFrameDump.WriteBytes(frame_data, w * 3 * h); pFrameDump.Flush(); } bLastFrameDumped = true; } delete[] frame_data; } else { if (bLastFrameDumped) pFrameDump.Close(); bLastFrameDumped = false; } #endif // Finish up the current frame, print some stats SetWindowSize(fbWidth, fbHeight); OpenGL_Update(); // just updates the render window position and the backbuffer size bool xfbchanged = false; if (s_XFB_width != fbWidth || s_XFB_height != fbHeight) { xfbchanged = true; s_XFB_width = fbWidth; s_XFB_height = fbHeight; if (s_XFB_width < 1) s_XFB_width = MAX_XFB_WIDTH; if (s_XFB_width > MAX_XFB_WIDTH) s_XFB_width = MAX_XFB_WIDTH; if (s_XFB_height < 1) s_XFB_height = MAX_XFB_HEIGHT; if (s_XFB_height > MAX_XFB_HEIGHT) s_XFB_height = MAX_XFB_HEIGHT; } bool WindowResized = false; int W = (int)OpenGL_GetBackbufferWidth(); int H = (int)OpenGL_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)) { ComputeDrawRectangle(s_backbuffer_width, s_backbuffer_height, false, &dst_rect); CalculateXYScale(dst_rect); if (CalculateTargetSize() || (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); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); } } if (XFBWrited) s_fps = UpdateFPSCounter(); // --------------------------------------------------------------------- GL_REPORT_ERRORD(); DrawDebugText(); DrawDebugInfo(); GL_REPORT_ERRORD(); // Get the status of the Blend mode GLboolean blend_enabled = glIsEnabled(GL_BLEND); glDisable(GL_BLEND); OSD::DrawMessages(); if (blend_enabled) glEnable(GL_BLEND); GL_REPORT_ERRORD(); // Copy the rendered frame to the real window OpenGL_SwapBuffers(); 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. if (g_ActiveConfig.bUseGLSL) ProgramShaderCache::SetBothShaders(0, 0); else { VertexShaderCache::DisableShader(); PixelShaderCache::DisableShader(); } 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); if(g_ActiveConfig.bUseGLSL) ProgramShaderCache::SetBothShaders(0, 0); else { VertexShaderCache::SetCurrentShader(0); PixelShaderCache::SetCurrentShader(0); } } 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() { 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 glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); } } void Renderer::SetLogicOpMode() { if (bpmem.blendmode.logicopenable && bpmem.blendmode.logicmode != 3) { 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) { // TODO } 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(wxString::FromAscii(threadStruct->filename.c_str()), 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; } }