// Copyright (C) 2003-2008 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #include "Globals.h" #include #include #include "GLUtil.h" #include #include #ifdef _WIN32 #include #endif #include "Config.h" #include "Profiler.h" #include "Statistics.h" #include "ImageWrite.h" #include "Render.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "TextureMngr.h" #include "rasterfont.h" #include "VertexShaderGen.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "VertexShaderManager.h" #include "VertexLoaderManager.h" #include "VertexLoader.h" #include "XFB.h" #include "OnScreenDisplay.h" #include "Timer.h" #include "main.h" // Local #ifdef _WIN32 #include "OS/Win32.h" #endif #if defined(HAVE_WX) && HAVE_WX #include #endif #ifdef _WIN32 #include "Win32Window.h" // warning: crapcode #else #endif CGcontext g_cgcontext; CGprofile g_cgvProf; CGprofile g_cgfProf; RasterFont* s_pfont = NULL; static bool s_bFullscreen = false; static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down. // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. static int s_MSAASamples = 1; static int s_MSAACoverageSamples = 0; // Normal Mode // s_RenderTarget is a texture_rect // s_DepthTarget is a Z renderbuffer // s_FakeZTarget is a texture_rect // MSAA mode // s_uFramebuffer is a FBO // s_RenderTarget is a MSAA renderbuffer // s_FakeZBufferTarget is a MSAA renderbuffer // s_DepthTarget is a real MSAA z/stencilbuffer // // s_ResolvedFramebuffer is a FBO // s_ResolvedColorTarget is a texture // s_ResolvedFakeZTarget is a texture // s_ResolvedDepthTarget is a Z renderbuffer // A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures. static GLuint s_uFramebuffer = 0; static GLuint s_uResolvedFramebuffer = 0; // The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't. // These are all texture IDs. Bind them as rect arb textures. static GLuint s_RenderTarget = 0; static GLuint s_FakeZTarget = 0; static GLuint s_DepthTarget = 0; static GLuint s_ResolvedRenderTarget = 0; static GLuint s_ResolvedFakeZTarget = 0; static GLuint s_ResolvedDepthTarget = 0; static bool s_bATIDrawBuffers = false; static bool s_bHaveStencilBuffer = false; static bool s_bHaveFramebufferBlit = false; static bool s_bHaveCoverageMSAA = false; static u32 s_blendMode; static bool s_bNativeResolution = false; static volatile bool s_bScreenshot = false; static Common::CriticalSection s_criticalScreenshot; static std::string s_sScreenshotName; static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal; int frameCount; static int s_fps = 0; // These STAY CONSTANT during execution, no matter how much you resize the game window. // TODO: Add functionality to reinit all the render targets when the window is resized. static int s_targetwidth; // Size of render buffer FBO. static int s_targetheight; extern void HandleCgError(CGcontext ctx, CGerror err, void *appdata); namespace { 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, 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, GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA }; void SetDefaultRectTexParams() { // Set some standard texture filter modes. glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (glGetError() != GL_NO_ERROR) { GLenum err; glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP); GL_REPORT_ERROR(); } glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } } // namespace bool Renderer::Init() { bool bSuccess = true; s_blendMode = 0; s_MSAACoverageSamples = 0; s_bNativeResolution = g_Config.bNativeResolution; switch (g_Config.iMultisampleMode) { case MULTISAMPLE_OFF: s_MSAASamples = 1; break; case MULTISAMPLE_2X: s_MSAASamples = 2; break; case MULTISAMPLE_4X: s_MSAASamples = 4; break; case MULTISAMPLE_8X: s_MSAASamples = 8; break; case MULTISAMPLE_CSAA_8X: s_MSAASamples = 4; s_MSAACoverageSamples = 8; break; case MULTISAMPLE_CSAA_8XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 8; break; case MULTISAMPLE_CSAA_16X: s_MSAASamples = 4; s_MSAACoverageSamples = 16; break; case MULTISAMPLE_CSAA_16XQ: s_MSAASamples = 8; s_MSAACoverageSamples = 16; break; default: s_MSAASamples = 1; } GLint numvertexattribs = 0; GLenum err = GL_NO_ERROR; g_cgcontext = cgCreateContext(); cgGetError(); cgSetErrorHandler(HandleCgError, NULL); // Look for required extensions. const char *ptoken = (const char*)glGetString(GL_EXTENSIONS); if (!ptoken) { PanicAlert("Failed to get OpenGL extension string.\nDo you have the latest video drivers installed?\nIs your video card OpenGL 2.x compatible?"); return false; } INFO_LOG(VIDEO, "Supported OpenGL Extensions:"); INFO_LOG(VIDEO, ptoken); // write to the log file INFO_LOG(VIDEO, ""); // Checks if it ONLY has the ATI_draw_buffers extension, some have both if (GLEW_ATI_draw_buffers && !GLEW_ARB_draw_buffers) s_bATIDrawBuffers = true; s_bFullscreen = g_Config.bFullscreen; glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &numvertexattribs); if (numvertexattribs < 11) { ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Number of attributes %d not enough\nGPU: *********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 false; } if (!GLEW_EXT_framebuffer_object) { ERROR_LOG(VIDEO, "*********\nGPU: ERROR: Need GL_EXT_framebufer_object for multiple render targets\nGPU: *********Does your video card support OpenGL 2.x?"); bSuccess = false; } if (!GLEW_EXT_secondary_color) { ERROR_LOG(VIDEO, "*********\nGPU: OGL ERROR: Need GL_EXT_secondary_color\nGPU: *********Does your video card support OpenGL 2.x?"); bSuccess = false; } s_bHaveFramebufferBlit = strstr(ptoken, "GL_EXT_framebuffer_blit") != NULL; if (!s_bHaveFramebufferBlit) { // MSAA ain't gonna work. turn it off if enabled. s_MSAASamples = 1; } s_bHaveCoverageMSAA = strstr(ptoken, "GL_NV_framebuffer_multisample_coverage") != NULL; if (!s_bHaveCoverageMSAA) { s_MSAACoverageSamples = 0; } if (!bSuccess) return false; // Handle VSync on/off #ifdef _WIN32 if (WGLEW_EXT_swap_control) wglSwapIntervalEXT(g_Config.bVSync ? 1 : 0); else ERROR_LOG(VIDEO, "no support for SwapInterval (framerate clamped to monitor refresh rate)Does your video card support OpenGL 2.x?"); #elif defined(HAVE_X11) && HAVE_X11 if (glXSwapIntervalSGI) glXSwapIntervalSGI(g_Config.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); } GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; if (glDrawBuffers == NULL && !GLEW_ARB_draw_buffers) glDrawBuffers = glDrawBuffersARB; // The size of the framebuffer targets should really NOT be the size of the OpenGL viewport. // The EFB is larger than 640x480 - in fact, it's 640x528, give or take a couple of lines. // So the below is wrong. // This should really be grabbed from config rather than from OpenGL. s_targetwidth = (int)OpenGL_GetBackbufferWidth(); s_targetheight = (int)OpenGL_GetBackbufferHeight(); // Compensate height of render target for scaling, so that we get something close to the correct number of // vertical pixels. s_targetheight *= 528.0 / 480.0; // Ensure a minimum target size so that the native res target always fits. if (s_targetwidth < EFB_WIDTH) s_targetwidth = EFB_WIDTH; if (s_targetheight < EFB_HEIGHT) s_targetheight = EFB_HEIGHT; glGenFramebuffersEXT(1, (GLuint *)&s_uFramebuffer); if (s_uFramebuffer == 0) { ERROR_LOG(VIDEO, "failed to create the renderbufferDoes your video card support OpenGL 2.x?"); } glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); if (s_MSAASamples <= 1) { // Create the framebuffer target texture glGenTextures(1, (GLuint *)&s_RenderTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget); // Create our main color render target as a texture rectangle of the desired size. glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); GL_REPORT_ERROR(); GLint nMaxMRT = 0; glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT); if (nMaxMRT > 1) { // There's MRT support. Create a color texture image to use as secondary render target. // We use MRT to render Z into this one, for various purposes (mostly copy Z to texture). glGenTextures(1, (GLuint *)&s_FakeZTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); } // Create the real depth/stencil buffer. It's a renderbuffer, not a texture. glGenRenderbuffersEXT(1, &s_DepthTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight); GL_REPORT_ERROR(); // Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget); GL_REPORT_ERROR(); if (s_FakeZTarget != 0) { // We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for // some terribly buggy ancient driver. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0); bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT; glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); if (bFailed) { glDeleteTextures(1, (GLuint *)&s_FakeZTarget); s_FakeZTarget = 0; } } if (s_FakeZTarget == 0) ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)", nMaxMRT); } else { // MSAA rendertarget init. // First set up the boring multisampled rendertarget. glGenRenderbuffersEXT(1, &s_RenderTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_RenderTarget); if (s_MSAACoverageSamples) { glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } else { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } glGenRenderbuffersEXT(1, &s_FakeZTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_FakeZTarget); if (s_MSAACoverageSamples) { glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } else { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight); } glGenRenderbuffersEXT(1, &s_DepthTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget); if (s_MSAACoverageSamples) { glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight); } else { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight); } glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); // Attach them to our multisampled FBO. The multisampled FBO is still bound here. glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTarget); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, s_FakeZTarget); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget); OpenGL_CheckFBOStatus(); bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT; if (bFailed) PanicAlert("Incomplete rt"); // Create our resolve FBO, and bind it. glGenFramebuffersEXT(1, (GLuint *)&s_uResolvedFramebuffer); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uResolvedFramebuffer); // Generate the resolve targets. glGenTextures(1, (GLuint *)&s_ResolvedRenderTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); // Generate the resolve targets. glGenTextures(1, (GLuint *)&s_ResolvedFakeZTarget); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget); glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); SetDefaultRectTexParams(); // Create the real depth/stencil buffer. It's a renderbuffer, not a texture. glGenRenderbuffersEXT(1, &s_ResolvedDepthTarget); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget); glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); // Attach our resolve targets to our resolved FBO. glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget, 0); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget, 0); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget); OpenGL_CheckFBOStatus(); bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT; if (bFailed) PanicAlert("Incomplete rt2"); } // glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power. GL_REPORT_ERROR(); if (err != GL_NO_ERROR) bSuccess = false; s_pfont = new RasterFont(); // load the effect, find the best profiles (if any) if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) { ERROR_LOG(VIDEO, "arbvp1 not supported"); return false; } if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) { ERROR_LOG(VIDEO, "arbfp1 not supported"); return false; } g_cgvProf = cgGLGetLatestProfile(CG_GL_VERTEX); g_cgfProf = cgGLGetLatestProfile(CG_GL_FRAGMENT); cgGLSetOptimalOptions(g_cgvProf); cgGLSetOptimalOptions(g_cgfProf); INFO_LOG(VIDEO, "Max buffer sizes: %d %d", cgGetProgramBufferMaxSize(g_cgvProf), cgGetProgramBufferMaxSize(g_cgfProf)); 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!!"); #ifndef _DEBUG cgGLSetDebugMode(GL_FALSE); #endif s_RenderMode = Renderer::RM_Normal; if (!InitializeGL()) return false; XFB_Init(); return glGetError() == GL_NO_ERROR && bSuccess; } void Renderer::Shutdown(void) { delete s_pfont; s_pfont = 0; XFB_Shutdown(); if (g_cgcontext) { cgDestroyContext(g_cgcontext); g_cgcontext = 0; } if (s_RenderTarget) { glDeleteTextures(1, &s_RenderTarget); s_RenderTarget = 0; } if (s_DepthTarget) { glDeleteRenderbuffersEXT(1, &s_DepthTarget); s_DepthTarget = 0; } if (s_uFramebuffer) { glDeleteFramebuffersEXT(1, &s_uFramebuffer); s_uFramebuffer = 0; } } bool Renderer::InitializeGL() { 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, 0.0f); glClearDepth(1.0f); glEnable(GL_DEPTH_TEST); glDisable(GL_LIGHTING); glDepthFunc(GL_LEQUAL); glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // 4-byte pixel alignment glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); // perspective correct interpolation of colors and tex coords glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glHint(GL_POLYGON_SMOOTH_HINT, GL_DONT_CARE); // Polygon smoothing is ancient junk that doesn't work anymore. MSAA is modern AA. 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); GLenum err = GL_NO_ERROR; GL_REPORT_ERROR(); return err == GL_NO_ERROR; } ////////////////////////////////////////////////////////////////////////////////////// // Return the rendering window width and height // ------------------------ int Renderer::GetTargetWidth() { return s_bNativeResolution ? EFB_WIDTH : s_targetwidth; } int Renderer::GetTargetHeight() { return s_bNativeResolution ? EFB_HEIGHT : s_targetheight; } float Renderer::GetTargetScaleX() { return (float)GetTargetWidth() / (float)EFB_WIDTH; } float Renderer::GetTargetScaleY() { return (float)GetTargetHeight() / (float)EFB_HEIGHT; } ///////////////////////////// void Renderer::SetRenderTarget(GLuint targ) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, targ != 0 ? targ : s_RenderTarget, 0); } void Renderer::SetDepthTarget(GLuint targ) { glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, targ != 0 ? targ : s_DepthTarget); } void Renderer::SetFramebuffer(GLuint fb) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer); } GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect) { if (s_MSAASamples > 1) { // Flip the rectangle TRectangle flipped_rect; source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect); flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight()); // Do the resolve. glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer); glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom, flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Return the resolved target. return s_ResolvedRenderTarget; } else { return s_RenderTarget; } } GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect) { // This logic should be moved elsewhere. if (s_MSAASamples > 1) { // Flip the rectangle TRectangle flipped_rect; source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect); flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight()); // Do the resolve. We resolve both color channels, not very necessary. glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer); glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom, flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Return the resolved target. return s_ResolvedFakeZTarget; } else { return s_FakeZTarget; } } bool Renderer::UseFakeZTarget() { // This logic should be moved elsewhere. return nZBufferRender > 0; } 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_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 Renderer::RestoreGLState() { // Gets us back into a more game-like state. if (bpmem.genMode.cullmode > 0) glEnable(GL_CULL_FACE); if (bpmem.zmode.testenable) glEnable(GL_DEPTH_TEST); if (bpmem.zmode.updateenable) glDepthMask(GL_TRUE); glEnable(GL_SCISSOR_TEST); SetScissorRect(); SetColorMask(); SetBlendMode(true); glEnable(GL_VERTEX_PROGRAM_ARB); glEnable(GL_FRAGMENT_PROGRAM_ARB); } void Renderer::SetColorMask() { if (bpmem.blendmode.alphaupdate && bpmem.blendmode.colorupdate) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); else if (bpmem.blendmode.alphaupdate) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); else if (bpmem.blendmode.colorupdate) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE); else glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); } 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; if (changes & 1) { // blend enable change (newval & 1) ? glEnable(GL_BLEND) : glDisable(GL_BLEND); } if (changes & 4) { // subtract enable change glBlendEquation(newval & 4 ? GL_FUNC_REVERSE_SUBTRACT : GL_FUNC_ADD); } if (changes & 0x1F8) { // blend RGB change glBlendFunc(glSrcFactors[(newval >> 3) & 7], glDestFactors[(newval >> 6) & 7]); } s_blendMode = newval; } //////////////////////////////////////////////////////////////////////////////////////////// // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() // case 0x52 > SetScissorRect() // --------------- // This function handles the OpenGL glScissor() function // --------------- // 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 // --------------- bool Renderer::SetScissorRect() { int xoff = bpmem.scissorOffset.x * 2 - 342; int yoff = bpmem.scissorOffset.y * 2 - 342; float MValueX = GetTargetScaleX(); float MValueY = GetTargetScaleY(); float rc_left = (float)bpmem.scissorTL.x - xoff - 342; // left = 0 rc_left *= MValueX; if (rc_left < 0) rc_left = 0; float rc_top = (float)bpmem.scissorTL.y - yoff - 342; // right = 0 rc_top *= MValueY; if (rc_top < 0) rc_top = 0; float rc_right = (float)bpmem.scissorBR.x - xoff - 341; // right = 640 rc_right *= MValueX; if (rc_right > EFB_WIDTH * MValueX) rc_right = EFB_WIDTH * MValueX; float rc_bottom = (float)bpmem.scissorBR.y - yoff - 341; // bottom = 480 rc_bottom *= MValueY; if (rc_bottom > EFB_HEIGHT * MValueY) rc_bottom = EFB_HEIGHT * MValueY; /*LOG(VIDEO, "Scissor: lt=(%d,%d), rb=(%d,%d,%i), off=(%d,%d)\n", rc_left, rc_top, rc_right, rc_bottom, Renderer::GetTargetHeight(), xoff, yoff );*/ // Check that the coordinates are good if (rc_right >= rc_left && rc_bottom >= rc_top) { glScissor( (int)rc_left, // x = 0 for example Renderer::GetTargetHeight() - (int)(rc_bottom), // y = 0 for example (int)(rc_right - rc_left), // width = 640 for example (int)(rc_bottom - rc_top) // height = 480 for example ); return true; } return false; } bool Renderer::IsUsingATIDrawBuffers() { return s_bATIDrawBuffers; } bool Renderer::HaveStencilBuffer() { return s_bHaveStencilBuffer; } void Renderer::SetZBufferRender() { nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed. GLenum s_drawbuffers[2] = { GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT }; glDrawBuffers(2, s_drawbuffers); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0); _assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT); } // Does this function even work correctly??? void Renderer::FlushZBufferAlphaToTarget() { ResetGLState(); SetRenderTarget(0); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE); glViewport(0, 0, GetTargetWidth(), GetTargetHeight()); // texture map s_RenderTargets[s_curtarget] onto the main buffer glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget); TextureMngr::EnableTexRECT(0); // disable all other stages for (int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); GL_REPORT_ERRORD(); // setup the stencil to only accept pixels that have been written glStencilFunc(GL_EQUAL, 1, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // TODO: This code should not have to bother with stretchtofit checking - // all necessary scale initialization should be done elsewhere. if (s_bNativeResolution) { //TODO: Do Correctly in a bit float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth(); float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight(); float Max = (FactorW < FactorH) ? FactorH : FactorW; float Temp = 1.0f / Max; FactorW *= Temp; FactorH *= Temp; glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH); glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH); glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH); glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH); glEnd(); } else { glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(-1,-1); glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1); glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1); glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1); glEnd(); } GL_REPORT_ERRORD(); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); RestoreGLState(); } void Renderer::SetRenderMode(RenderMode mode) { if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha) mode = RM_ZBufferOnly; if (s_RenderMode == mode) return; if (mode == RM_Normal) { // flush buffers if (s_RenderMode == RM_ZBufferAlpha) { FlushZBufferAlphaToTarget(); glDisable(GL_STENCIL_TEST); } SetColorMask(); SetRenderTarget(0); SetZBufferRender(); GL_REPORT_ERRORD(); } else if (s_RenderMode == RM_Normal) { // setup buffers _assert_(UseFakeZTarget() && bpmem.zmode.updateenable); if (mode == RM_ZBufferAlpha) { glEnable(GL_STENCIL_TEST); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_ALWAYS, 1, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); GL_REPORT_ERRORD(); } else { _assert_(UseFakeZTarget()); _assert_(s_bHaveStencilBuffer); if (mode == RM_ZBufferOnly) { // flush and remove stencil _assert_(s_RenderMode == RM_ZBufferAlpha); FlushZBufferAlphaToTarget(); glDisable(GL_STENCIL_TEST); SetRenderTarget(s_FakeZTarget); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); GL_REPORT_ERRORD(); } else { _assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly); // setup stencil glEnable(GL_STENCIL_TEST); glClearStencil(0); glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc(GL_ALWAYS, 1, 0xff); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); } } s_RenderMode = mode; } Renderer::RenderMode Renderer::GetRenderMode() { return s_RenderMode; } void ComputeBackbufferRectangle(TRectangle *rc) { float FloatGLWidth = (float)OpenGL_GetBackbufferWidth(); float FloatGLHeight = (float)OpenGL_GetBackbufferHeight(); float FloatXOffset = 0; float FloatYOffset = 0; // The rendering window size const float WinWidth = FloatGLWidth; const float WinHeight = FloatGLHeight; // Handle aspect ratio. if (g_Config.bKeepAR43 || g_Config.bKeepAR169) { // The rendering window aspect ratio as a proportion of the 4:3 or 16:9 ratio float Ratio = (WinWidth / WinHeight) / (g_Config.bKeepAR43 ? (4.0f / 3.0f) : (16.0f / 9.0f)); // Check if height or width is the limiting factor. If ratio > 1 the picture is to wide and have to limit the width. if (Ratio > 1) { // Scale down and center in the X direction. FloatGLWidth /= Ratio; FloatXOffset = (WinWidth - FloatGLWidth) / 2.0f; } // The window is too high, we have to limit the height else { // Scale down and center in the Y direction. FloatGLHeight *= Ratio; FloatYOffset = FloatYOffset + (WinHeight - FloatGLHeight) / 2.0f; } } // ----------------------------------------------------------------------- // Crop the picture from 4:3 to 5:4 or from 16:9 to 16:10. // Output: FloatGLWidth, FloatGLHeight, FloatXOffset, FloatYOffset // ------------------ if ((g_Config.bKeepAR43 || g_Config.bKeepAR169) && g_Config.bCrop) { float Ratio = g_Config.bKeepAR43 ? ((4.0 / 3.0) / (5.0 / 4.0)) : (((16.0 / 9.0) / (16.0 / 10.0))); // The width and height we will add (calculate this before FloatGLWidth and FloatGLHeight is adjusted) float IncreasedWidth = (Ratio - 1.0) * FloatGLWidth; float IncreasedHeight = (Ratio - 1.0) * FloatGLHeight; // The new width and height FloatGLWidth = FloatGLWidth * Ratio; FloatGLHeight = FloatGLHeight * Ratio; // We need this adjustment too, the -6 adjustment was needed to never show any pixels outside the actual picture // The result in offset in actual pixels is only around 1 or 2 pixels in a 1280 x 1024 resolution. In 1280 x 1024 the // picture is only about 2 to 4 pixels (1 up and 1 down for example) to big to produce a minimal margin // of error, while rather having a full screen and hiding one pixel, than having a one pixel black border. But it seems // to be just enough in all games I tried. float WidthRatio = ((float)FloatGLWidth - 6.0) / 640.0; float HeightRatio = ((float)FloatGLHeight - 6.0) / 480.0; // Adjust the X and Y offset FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0 / WidthRatio / Ratio); FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0 / HeightRatio / Ratio); //DEBUG_LOG(CONSOLE, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset); } // round(float) = floor(float + 0.5) int XOffset = floor(FloatXOffset + 0.5); int YOffset = floor(FloatYOffset + 0.5); rc->left = XOffset; rc->top = YOffset; rc->right = XOffset + ceil(FloatGLWidth); rc->bottom = YOffset + ceil(FloatGLHeight); } ////////////////////////////////////////////////////////////////////////////////////// // This function has the final picture if the XFB functions are not used. We adjust the aspect ratio here. // ---------------------- void Renderer::Swap(const TRectangle& rc) { OpenGL_Update(); // just updates the render window position and the backbuffer size DVSTARTPROFILE(); Renderer::SetRenderMode(Renderer::RM_Normal); ResetGLState(); TRectangle back_rc; ComputeBackbufferRectangle(&back_rc); float u_max; float v_min = 0.f; float v_max; if (g_Config.bAutoScale) { u_max = (rc.right - rc.left); v_min = (float)GetTargetHeight() - (rc.bottom - rc.top); v_max = (float)GetTargetHeight(); } else { u_max = (float)GetTargetWidth(); v_max = (float)GetTargetHeight(); } if (/*s_bHaveFramebufferBlit*/ s_MSAASamples > 1) { // Use framebuffer blit to stretch screen. // No messing around with annoying glBegin and viewports, plus can support multisampling. if (s_MSAASamples > 1) { ResolveAndGetRenderTarget(rc); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uResolvedFramebuffer); } else { glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer); } glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, 0); glBlitFramebufferEXT(0, v_min, u_max, v_max, back_rc.left, back_rc.top, back_rc.right, back_rc.bottom, GL_COLOR_BUFFER_BIT, GL_LINEAR); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer, we'll draw debug text on top } else { // No framebuffer_blit extension - crappy gfx card! Fall back to plain texturing solution. // Disable all other stages. for (int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); // Update GLViewPort glViewport(back_rc.left, back_rc.top, back_rc.right - back_rc.left, back_rc.bottom - back_rc.top); GL_REPORT_ERRORD(); // Copy the framebuffer to screen. // TODO: Use glBlitFramebufferEXT. // Render to the real buffer now. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer // Texture map s_RenderTargets[s_curtarget] onto the main buffer glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget); // 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); TextureMngr::EnableTexRECT(0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); 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); glEnd(); // Restore filtering. glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST); // Wireframe if (g_Config.bWireFrame) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); TextureMngr::DisableStage(0); // End of non-framebuffer_blit workaround. } // Take screenshot, if requested if (s_bScreenshot) { s_criticalScreenshot.Enter(); if (SaveRenderTarget(s_sScreenshotName.c_str(), OpenGL_GetBackbufferWidth(), OpenGL_GetBackbufferHeight())) { char msg[255]; sprintf(msg, "Saved %s\n", s_sScreenshotName.c_str()); OSD::AddMessage(msg, 2000); } else { PanicAlert("Error capturing or saving screenshot."); } s_sScreenshotName = ""; s_bScreenshot = false; s_criticalScreenshot.Leave(); } // Place messages on the picture, then copy it to the screen SwapBuffers(); s_bNativeResolution = g_Config.bNativeResolution; RestoreGLState(); GL_REPORT_ERRORD(); g_Config.iSaveTargetId = 0; // For testing zbuffer targets. // Renderer::SetZBufferRender(); // SaveTexture("tex.tga", GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, GetTargetWidth(), GetTargetHeight()); } //////////////////////////////////////////////// void Renderer::DrawDebugText() { // 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_Config.bShowFPS) { p+=sprintf(p, "FPS: %d\n", s_fps); } if (g_Config.bShowEFBCopyRegions) { // Store Line Size GLfloat lSize; glGetFloatv(GL_LINE_WIDTH, &lSize); // Set Line Size glLineWidth(8.0f); 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 = Renderer::GetTargetWidth() / 2.0f; GLfloat halfHeight = Renderer::GetTargetHeight() / 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 - 0.01f); glVertex2f(x2 + 0.008f, y - 0.01f); glVertex2f(x, y2 - 0.01f); glVertex2f(x2 + 0.008f, y2 - 0.01f); glVertex2f(x - 0.01f, y); glVertex2f(x - 0.01f, y2 + 0.008f); glVertex2f(x2 - 0.01f, y); glVertex2f(x2 - 0.01f, y2 + 0.008f); // Draw rect glColor3f(0.0f, 1.0f, 1.0f); glVertex2f(x, y); glVertex2f(x2 + 0.008f, y); glVertex2f(x, y2); glVertex2f(x2 + 0.008f, y2); glVertex2f(x, y); glVertex2f(x, y2 + 0.008f); glVertex2f(x2, y); glVertex2f(x2, y2 + 0.008f); } glEnd(); // Restore Line Size glLineWidth(lSize); // Clear stored regions stats.efb_regions.clear(); } if (g_Config.bOverlayStats) { p+=sprintf(p,"textures created: %i\n",stats.numTexturesCreated); p+=sprintf(p,"textures alive: %i\n",stats.numTexturesAlive); p+=sprintf(p,"pshaders created: %i\n",stats.numPixelShadersCreated); p+=sprintf(p,"pshaders alive: %i\n",stats.numPixelShadersAlive); p+=sprintf(p,"vshaders created: %i\n",stats.numVertexShadersCreated); p+=sprintf(p,"vshaders alive: %i\n",stats.numVertexShadersAlive); p+=sprintf(p,"dlists called: %i\n",stats.numDListsCalled); p+=sprintf(p,"dlists called(f): %i\n",stats.thisFrame.numDListsCalled); // not used. //p+=sprintf(p,"dlists created: %i\n",stats.numDListsCreated); //p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive); //p+=sprintf(p,"strip joins: %i\n",stats.numJoins); p+=sprintf(p,"primitives: %i\n",stats.thisFrame.numPrims); p+=sprintf(p,"primitive joins: %i\n",stats.thisFrame.numPrimitiveJoins); p+=sprintf(p,"buffer splits: %i\n",stats.thisFrame.numBufferSplits); p+=sprintf(p,"draw calls: %i\n",stats.thisFrame.numDrawCalls); p+=sprintf(p,"primitives (DL): %i\n",stats.thisFrame.numDLPrims); p+=sprintf(p,"XF loads: %i\n",stats.thisFrame.numXFLoads); p+=sprintf(p,"XF loads (DL): %i\n",stats.thisFrame.numXFLoadsInDL); p+=sprintf(p,"CP loads: %i\n",stats.thisFrame.numCPLoads); p+=sprintf(p,"CP loads (DL): %i\n",stats.thisFrame.numCPLoadsInDL); p+=sprintf(p,"BP loads: %i\n",stats.thisFrame.numBPLoads); p+=sprintf(p,"BP loads (DL): %i\n",stats.thisFrame.numBPLoadsInDL); p+=sprintf(p,"vertex loaders: %i\n",stats.numVertexLoaders); std::string text1; VertexLoaderManager::AppendListToString(&text1); // TODO: Check for buffer overflow p+=sprintf(p,"%s",text1.c_str()); } if (g_Config.bOverlayBlendStats) { p+=sprintf(p,"LogicOp Mode: %i\n", stats.logicOpMode); p+=sprintf(p,"Source Factor: %i\n", stats.srcFactor); p+=sprintf(p,"Destination Factor: %i\n", stats.dstFactor); p+=sprintf(p,"Dithering: %s\n", stats.dither==1 ? "Enabled" : "Disabled"); p+=sprintf(p,"Color Update: %s\n", stats.colorUpdate==1 ? "Enabled" : "Disabled"); p+=sprintf(p,"Alpha Update: %s\n", stats.alphaUpdate==1 ? "Enabled" : "Disabled"); p+=sprintf(p,"Dst Alpha Enabled: %s\n", stats.dstAlphaEnable==1 ? "Enabled" : "Disabled"); p+=sprintf(p,"Dst Alpha: %08x\n", stats.dstAlpha); } if (g_Config.bOverlayProjStats) { p+=sprintf(p,"Projection #: X for Raw 6=0 (X for Raw 6!=0)\n\n"); p+=sprintf(p,"Projection 0: %f (%f) Raw 0: %f\n", stats.gproj_0, stats.g2proj_0, stats.proj_0); p+=sprintf(p,"Projection 1: %f (%f)\n", stats.gproj_1, stats.g2proj_1); p+=sprintf(p,"Projection 2: %f (%f) Raw 1: %f\n", stats.gproj_2, stats.g2proj_2, stats.proj_1); p+=sprintf(p,"Projection 3: %f (%f)\n\n", stats.gproj_3, stats.g2proj_3); p+=sprintf(p,"Projection 4: %f (%f)\n", stats.gproj_4, stats.g2proj_4); p+=sprintf(p,"Projection 5: %f (%f) Raw 2: %f\n", stats.gproj_5, stats.g2proj_5, stats.proj_2); p+=sprintf(p,"Projection 6: %f (%f) Raw 3: %f\n", stats.gproj_6, stats.g2proj_6, stats.proj_3); p+=sprintf(p,"Projection 7: %f (%f)\n\n", stats.gproj_7, stats.g2proj_7); p+=sprintf(p,"Projection 8: %f (%f)\n", stats.gproj_8, stats.g2proj_8); p+=sprintf(p,"Projection 9: %f (%f)\n", stats.gproj_9, stats.g2proj_9); p+=sprintf(p,"Projection 10: %f (%f) Raw 4: %f\n\n", stats.gproj_10, stats.g2proj_10, stats.proj_4); p+=sprintf(p,"Projection 11: %f (%f) Raw 5: %f\n\n", stats.gproj_11, stats.g2proj_11, stats.proj_5); p+=sprintf(p,"Projection 12: %f (%f)\n", stats.gproj_12, stats.g2proj_12); p+=sprintf(p,"Projection 13: %f (%f)\n", stats.gproj_13, stats.g2proj_13); p+=sprintf(p,"Projection 14: %f (%f)\n", stats.gproj_14, stats.g2proj_14); p+=sprintf(p,"Projection 15: %f (%f)\n", stats.gproj_15, stats.g2proj_15); } // Render a shadow, and then the text. Renderer::RenderText(debugtext_buffer, 21, 21, 0xDD000000); Renderer::RenderText(debugtext_buffer, 20, 20, 0xFF00FFFF); } ////////////////////////////////////////////////////////////////////////////////////// // We can now draw whatever we want on top of the picture. Then we copy the final picture to the output. // ---------------------- void Renderer::SwapBuffers() { // Count FPS. static int fpscount = 0; static unsigned long lasttime; ++fpscount; if (timeGetTime() - lasttime > 1000) { lasttime = timeGetTime(); s_fps = fpscount - 1; fpscount = 0; } DrawDebugText(); OSD::DrawMessages(); // ----------------------------- #if defined(DVPROFILE) if (g_bWriteProfile) { //g_bWriteProfile = 0; static int framenum = 0; const int UPDATE_FRAMES = 8; if (++framenum >= UPDATE_FRAMES) { DVProfWrite("prof.txt", UPDATE_FRAMES); DVProfClear(); framenum = 0; } } #endif // Copy the rendered frame to the real window OpenGL_SwapBuffers(); glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); GL_REPORT_ERRORD(); // Clean out old stuff from caches VertexShaderCache::ProgressiveCleanup(); PixelShaderCache::ProgressiveCleanup(); TextureMngr::ProgressiveCleanup(); frameCount++; // New frame stats.ResetFrame(); // Render to the framebuffer. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer); if (nZBufferRender > 0) { if (--nZBufferRender == 0) { // turn off nZBufferRender = 0; glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); Renderer::SetRenderMode(RM_Normal); // turn off any zwrites } } } void Renderer::RenderText(const char* pstr, int left, int top, u32 color) { int nBackbufferWidth = (int)OpenGL_GetBackbufferWidth(); 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(pstr, left * 2.0f / (float)nBackbufferWidth - 1, 1 - top * 2.0f / (float)nBackbufferHeight, 0, nBackbufferWidth, nBackbufferHeight); } void Renderer::SetScreenshot(const char *filename) { s_criticalScreenshot.Enter(); s_sScreenshotName = filename; s_bScreenshot = true; s_criticalScreenshot.Leave(); } bool Renderer::SaveRenderTarget(const char *filename, int w, int h) { u8 *data = (u8 *)malloc(3 * w * h); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, data); if (glGetError() != GL_NO_ERROR) return false; // 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]); } } #if defined(HAVE_WX) && HAVE_WX wxImage a(w, h, data); a.SaveFile(wxString::FromAscii(filename), wxBITMAP_TYPE_BMP); bool result = true; #else bool result = SaveTGA(filename, w, h, data); free(data); #endif return result; } ////////////////////////////////////////////////////////////////////////////////////// // Function: This function does not have the final picture. Use Renderer::Swap() to adjust the final picture. // Call schedule: Called from VertexShaderManager // ---------------------- void UpdateViewport() { // ----------------------------------------------------------------------- // Logging // ------------------ // 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 /*INFO_LOG(VIDEO, "view: topleft=(%f,%f), wh=(%f,%f), z=(%f,%f)", rawViewport[3]-rawViewport[0]-342, rawViewport[4]+rawViewport[1]-342, 2 * rawViewport[0], 2 * rawViewport[1], (rawViewport[5] - rawViewport[2]) / 16777215.0f, rawViewport[5] / 16777215.0f);*/ // -------------------------- int scissorXOff = bpmem.scissorOffset.x * 2 - 342; int scissorYOff = bpmem.scissorOffset.y * 2 - 342; // ------------------------------------- float MValueX = Renderer::GetTargetScaleX(); float MValueY = Renderer::GetTargetScaleY(); // ----------------------------------------------------------------------- // Stretch picture with increased internal resolution // ------------------ int GLx = (int)ceil((xfregs.rawViewport[3] - xfregs.rawViewport[0] - 342 - scissorXOff) * MValueX); int GLy = (int)ceil(Renderer::GetTargetHeight() - ((int)(xfregs.rawViewport[4] - xfregs.rawViewport[1] - 342 - scissorYOff)) * MValueY); int GLWidth = (int)ceil(abs((int)(2 * xfregs.rawViewport[0])) * MValueX); int GLHeight = (int)ceil(abs((int)(2 * xfregs.rawViewport[1])) * MValueY); // ------------------------------------- // Update the view port glViewport(GLx, GLy, GLWidth, GLHeight); // GLDepthRange - this could be a source of trouble - see the viewport hacks. double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f; double GLFar = xfregs.rawViewport[5] / 16777215.0f; glDepthRange(GLNear, GLFar); // ------------------------------------- // Logging /* RECT RcTop, RcParent, RcChild; HWND Child = EmuWindow::GetWnd(); HWND Parent = GetParent(Child); HWND Top = GetParent(Parent); GetWindowRect(Top, &RcTop); GetWindowRect(Parent, &RcParent); GetWindowRect(Child, &RcChild); //Console::ClearScreen(); DEBUG_LOG(CONSOLE, "----------------------------------------------------------------"); DEBUG_LOG(CONSOLE, "Top window: X:%03i Y:%03i Width:%03i Height:%03i", RcTop.left, RcTop.top, RcTop.right - RcTop.left, RcTop.bottom - RcTop.top); DEBUG_LOG(CONSOLE, "Parent window: X:%03i Y:%03i Width:%03i Height:%03i", RcParent.left, RcParent.top, RcParent.right - RcParent.left, RcParent.bottom - RcParent.top); DEBUG_LOG(CONSOLE, "Child window: X:%03i Y:%03i Width:%03i Height:%03i", RcChild.left, RcChild.top, RcChild.right - RcChild.left, RcChild.bottom - RcChild.top); DEBUG_LOG(CONSOLE, "----------------------------------------------------------------"); DEBUG_LOG(CONSOLE, "Res. MValue: X:%f Y:%f XOffs:%f YOffs:%f", OpenGL_GetXmax(), OpenGL_GetYmax(), OpenGL_GetXoff(), OpenGL_GetYoff()); DEBUG_LOG(CONSOLE, "GLViewPort: X:%03i Y:%03i Width:%03i Height:%03i", GLx, GLy, GLWidth, GLHeight); DEBUG_LOG(CONSOLE, "GLDepthRange: Near:%f Far:%f", GLNear, GLFar); DEBUG_LOG(CONSOLE, "GLScissor: X:%03i Y:%03i Width:%03i Height:%03i", GLScissorX, GLScissorY, GLScissorW, GLScissorH); DEBUG_LOG(CONSOLE, "----------------------------------------------------------------"); */ }