// Copyright 2009 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include #include #include #include #include "Common/CommonTypes.h" #include "Common/FileUtil.h" #include "Common/Logging/Log.h" #include "Common/StringUtil.h" #include "Core/HW/Memmap.h" #include "VideoBackends/Software/EfbCopy.h" #include "VideoBackends/Software/SWOGLWindow.h" #include "VideoBackends/Software/SWRenderer.h" #include "VideoCommon/BoundingBox.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/ImageWrite.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/VideoConfig.h" static u8* s_xfbColorTexture[2]; static int s_currentColorTexture = 0; SWRenderer::~SWRenderer() { delete[] s_xfbColorTexture[0]; delete[] s_xfbColorTexture[1]; } void SWRenderer::Init() { s_xfbColorTexture[0] = new u8[MAX_XFB_WIDTH * MAX_XFB_HEIGHT * 4]; s_xfbColorTexture[1] = new u8[MAX_XFB_WIDTH * MAX_XFB_HEIGHT * 4]; s_currentColorTexture = 0; } void SWRenderer::Shutdown() { g_Config.bRunning = false; UpdateActiveConfig(); } void SWRenderer::RenderText(const std::string& pstr, int left, int top, u32 color) { SWOGLWindow::s_instance->PrintText(pstr, left, top, color); } u8* SWRenderer::GetNextColorTexture() { return s_xfbColorTexture[!s_currentColorTexture]; } u8* SWRenderer::GetCurrentColorTexture() { return s_xfbColorTexture[s_currentColorTexture]; } void SWRenderer::SwapColorTexture() { s_currentColorTexture = !s_currentColorTexture; } void SWRenderer::UpdateColorTexture(EfbInterface::yuv422_packed* xfb, u32 fbWidth, u32 fbHeight) { if (fbWidth * fbHeight > MAX_XFB_WIDTH * MAX_XFB_HEIGHT) { ERROR_LOG(VIDEO, "Framebuffer is too large: %ix%i", fbWidth, fbHeight); return; } u32 offset = 0; u8* TexturePointer = GetNextColorTexture(); for (u16 y = 0; y < fbHeight; y++) { for (u16 x = 0; x < fbWidth; x += 2) { // We do this one color sample (aka 2 RGB pixles) at a time int Y1 = xfb[x].Y - 16; int Y2 = xfb[x + 1].Y - 16; int U = int(xfb[x].UV) - 128; int V = int(xfb[x + 1].UV) - 128; // We do the inverse BT.601 conversion for YCbCr to RGB // http://www.equasys.de/colorconversion.html#YCbCr-RGBColorFormatConversion TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 + 1.596f * V), 0, 255); TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 - 0.392f * U - 0.813f * V), 0, 255); TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y1 + 2.017f * U), 0, 255); TexturePointer[offset++] = 255; TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 + 1.596f * V), 0, 255); TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 - 0.392f * U - 0.813f * V), 0, 255); TexturePointer[offset++] = MathUtil::Clamp(int(1.164f * Y2 + 2.017f * U), 0, 255); TexturePointer[offset++] = 255; } xfb += fbWidth; } SwapColorTexture(); } // Called on the GPU thread void SWRenderer::SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, u64 ticks, float Gamma) { if (g_ActiveConfig.bUseXFB) { EfbInterface::yuv422_packed* xfb = (EfbInterface::yuv422_packed*)Memory::GetPointer(xfbAddr); UpdateColorTexture(xfb, fbWidth, fbHeight); } else { EfbInterface::BypassXFB(GetCurrentColorTexture(), fbWidth, fbHeight, rc, Gamma); } // Save screenshot if (IsFrameDumping()) { AVIDump::Frame state = AVIDump::FetchState(ticks); DumpFrameData(GetCurrentColorTexture(), fbWidth, fbHeight, fbWidth * 4, state); FinishFrameData(); } OSD::DoCallbacks(OSD::CallbackType::OnFrame); DrawDebugText(); SWOGLWindow::s_instance->ShowImage(GetCurrentColorTexture(), fbWidth * 4, fbWidth, fbHeight, 1.0); UpdateActiveConfig(); // virtual XFB is not supported if (g_ActiveConfig.bUseXFB) g_ActiveConfig.bUseRealXFB = true; } u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData) { u32 value = 0; switch (type) { case PEEK_Z: { value = EfbInterface::GetDepth(x, y); break; } case PEEK_COLOR: { const u32 color = EfbInterface::GetColor(x, y); // rgba to argb value = (color >> 8) | (color & 0xff) << 24; break; } default: break; } return value; } u16 SWRenderer::BBoxRead(int index) { return BoundingBox::coords[index]; } void SWRenderer::BBoxWrite(int index, u16 value) { BoundingBox::coords[index] = value; } TargetRectangle SWRenderer::ConvertEFBRectangle(const EFBRectangle& rc) { TargetRectangle result; result.left = rc.left; result.top = rc.top; result.right = rc.right; result.bottom = rc.bottom; return result; } void SWRenderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { EfbCopy::ClearEfb(); }