// 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/ // How the non-true-XFB mode COULD work: // // The game renders to the EFB: // // ----------------------+ // | | // | | // | | // | | // | | // | | efb_height // | | // | | // | - - - - - - - - - - | // | | // +---------------------+ // efb_width // // At XFB blit time, the top 640-xxx X XXX part of the above buffer (size dotted below), // should be stretch blitted into the inner rectangle of the window: // +-----------------------------------------+ // | | | | // | | . | | // | | | | // | | . | | // | | | | // | | . | | OpenGL_Height() // | | | | // | | . | | // | | - - - - - - - - - - | | // | | \ | | // +-------+---------------------------------+ // OpenGL_Width() // // // efb_width and efb_height can even be adjusted so that the last blit will result // in a 1:1 rather than a stretch. That would require creating a bigger efb from the // start though. // // The above is not how it works today. /* int win_w = OpenGL_Width(); int win_h = OpenGL_Height(); int blit_w_640 = last_xfb_specified_width; int blit_h_640 = last_xfb_specified_height; */ #ifndef GCOGL_RENDER #define GCOGL_RENDER #include "TextureMngr.h" #include #include extern CGcontext g_cgcontext; extern CGprofile g_cgvProf, g_cgfProf; extern int frameCount; class Renderer { static void FlushZBufferAlphaToTarget(); public: enum RenderMode { RM_Normal=0, // normal target as color0, ztarget as color1 RM_ZBufferOnly, // zbuffer as color0 RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched // use stencil buffer to indicate what pixels were written }; static bool Init(); static void Shutdown(); // initialize opengl standard values (like viewport) static bool InitializeGL(); static void ResetGLState(); static void RestoreGLState(); static void SwapBuffers(); static bool IsUsingATIDrawBuffers(); static bool HaveStencilBuffer(); static void SetColorMask(); static void SetBlendMode(bool forceUpdate); static bool SetScissorRect(); static void SetRenderMode(RenderMode mode); static RenderMode GetRenderMode(); // Render target management static int GetTargetWidth(); static int GetTargetHeight(); static void SetFramebuffer(GLuint fb); static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target static void SetDepthTarget(GLuint targ); static GLuint GetRenderTarget(); static GLuint GetZBufferTarget(); // Random utilities static void RenderText(const char* pstr, int left, int top, u32 color); static bool SaveRenderTarget(const char* filename, int jpeg); // Finish up the current frame, print some stats static void Swap(const TRectangle& rc); }; #endif