// 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 #include #include #include "GLUtil.h" #include #include #ifdef _WIN32 #include #endif #include "CommonPaths.h" #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 "DLCache.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "VertexShaderManager.h" #include "VertexLoaderManager.h" #include "VertexLoader.h" #include "PostProcessing.h" #include "TextureConverter.h" #include "XFB.h" #include "OnScreenDisplay.h" #include "Timer.h" #include "StringUtil.h" #include "FramebufferManager.h" #include "Fifo.h" #include "main.h" // Local #ifdef _WIN32 #include "OS/Win32.h" #include "AVIDump.h" #endif #if defined(HAVE_WX) && HAVE_WX #include #endif #ifdef _WIN32 #include "Win32Window.h" // warning: crapcode #else #endif ////////////////////////////////////////////////////////////////////////////////////////// // Declarations and definitions // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ CGcontext g_cgcontext; CGprofile g_cgvProf; CGprofile g_cgfProf; RasterFont* s_pfont = NULL; static bool s_bFullscreen = false; static bool s_bLastFrameDumped = false; #ifdef _WIN32 static bool s_bAVIDumping = false; #else static FILE* f_pFrameDump; #endif // 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA. static int s_MSAASamples = 1; static int s_MSAACoverageSamples = 0; bool s_bHaveFramebufferBlit = false; // export to FramebufferManager.cpp static bool s_bHaveCoverageMSAA = false; static u32 s_blendMode; static bool s_bNativeResolution = false; static volatile bool s_bScreenshot = false; static Common::Thread *scrshotThread = 0; static Common::CriticalSection s_criticalScreenshot; static std::string s_sScreenshotName; 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; static FramebufferManager s_framebufferManager; static GLuint s_tempScreenshotFramebuffer = 0; static bool s_skipSwap = false; #ifndef _WIN32 int OSDChoice = 0 , OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0; #endif namespace { #if defined(HAVE_WX) && HAVE_WX // Screenshot thread struct typedef struct { int W, H; std::string filename; wxImage *img; } ScrStrct; #endif 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) { 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); } 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); } } } // namespace // Init functions 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; g_cgcontext = cgCreateContext(); cgGetError(); cgSetErrorHandler(HandleCgError, NULL); // 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 false; } INFO_LOG(VIDEO, "Supported OpenGL Extensions:"); INFO_LOG(VIDEO, ptoken); // write to the log file INFO_LOG(VIDEO, ""); OSD::AddMessage(StringFromFormat("Video Info: %s, %s, %s", (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER), (const char*)glGetString(GL_VERSION)).c_str(), 5000); 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); } 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. This extension is not yet used, though."); } if (g_Config.bNativeResolution) { s_targetwidth = g_Config.b2xResolution ? EFB_WIDTH * 2 : EFB_WIDTH; s_targetheight = g_Config.b2xResolution ? EFB_HEIGHT * 2 : EFB_HEIGHT; } else { // 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. // JP: Set these to the biggest of the 2x mode and the custom resolution so that the framebuffer // does not get to be too small int W = (int)OpenGL_GetBackbufferWidth(), H = (int)OpenGL_GetBackbufferHeight(); s_targetwidth = (1280 >= W) ? 1280 : W; s_targetheight = (960 >= H) ? 960 : H; // 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; if (GL_REPORT_ERROR() != GL_NO_ERROR) bSuccess = false; // Initialize the FramebufferManager s_framebufferManager.Init(s_targetwidth, s_targetheight, s_MSAASamples, s_MSAACoverageSamples); glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); if (GL_REPORT_ERROR() != 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 if (!InitializeGL()) return false; return glGetError() == GL_NO_ERROR && bSuccess; } void Renderer::Shutdown(void) { delete s_pfont; s_pfont = 0; if (g_cgcontext) { cgDestroyContext(g_cgcontext); g_cgcontext = 0; } glDeleteFramebuffersEXT(1, &s_tempScreenshotFramebuffer); s_tempScreenshotFramebuffer = 0; s_framebufferManager.Shutdown(); #ifdef _WIN32 if(s_bAVIDumping) { AVIDump::Stop(); } #else if(f_pFrameDump != NULL) { fclose(f_pFrameDump); } #endif } 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 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); return GL_REPORT_ERROR() == GL_NO_ERROR; } // Return the rendering window width and height int Renderer::GetTargetWidth() { return s_targetwidth; } int Renderer::GetTargetHeight() { return s_targetheight; } float Renderer::GetTargetScaleX() { return (float)GetTargetWidth() / (float)EFB_WIDTH; } float Renderer::GetTargetScaleY() { return (float)GetTargetHeight() / (float)EFB_HEIGHT; } TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc) { return s_framebufferManager.ConvertEFBRectangle(rc); } void Renderer::SetFramebuffer(GLuint fb) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_framebufferManager.GetEFBFramebuffer()); } 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_VERTEX_PROGRAM_ARB); glDisable(GL_FRAGMENT_PROGRAM_ARB); 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 UpdateViewport(); void Renderer::RestoreGLState() { // Gets us back into a more game-like state. UpdateViewport(); 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; } u32 Renderer::AccessEFB(EFBAccessType type, int x, int y) { // Get the rectangular target region covered by the EFB pixel. EFBRectangle efbPixelRc; efbPixelRc.left = x; efbPixelRc.top = y; efbPixelRc.right = x + 1; efbPixelRc.bottom = y + 1; TargetRectangle targetPixelRc = Renderer::ConvertEFBRectangle(efbPixelRc); // TODO (FIX) : currently, AA path is broken/offset and doesn't return the correct pixel switch (type) { case PEEK_Z: { if (s_MSAASamples > 1) { // Resolve our rectangle. s_framebufferManager.GetEFBDepthTexture(efbPixelRc); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetResolvedFramebuffer()); } // Sample from the center of the target region. int srcX = (targetPixelRc.left + targetPixelRc.right) / 2; int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2; u32 z = 0; glReadPixels(srcX, srcY, 1, 1, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, &z); GL_REPORT_ERRORD(); // Scale the 32-bit value returned by glReadPixels to a 24-bit // value (GC uses a 24-bit Z-buffer). return z >> 8; } case POKE_Z: // TODO: Implement break; 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 if (s_MSAASamples > 1) { // Resolve our rectangle. s_framebufferManager.GetEFBColorTexture(efbPixelRc); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetResolvedFramebuffer()); } // Sample from the center of the target region. int srcX = (targetPixelRc.left + targetPixelRc.right) / 2; int srcY = (targetPixelRc.top + targetPixelRc.bottom) / 2; // Read back pixel in BGRA format, then byteswap to get GameCube's ARGB Format. u32 color = 0; glReadPixels(srcX, srcY, 1, 1, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, &color); GL_REPORT_ERRORD(); return color; } case POKE_COLOR: // 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; } return 0; } // Apply AA if enabled GLuint Renderer::ResolveAndGetRenderTarget(const EFBRectangle &source_rect) { return s_framebufferManager.GetEFBColorTexture(source_rect); } GLuint Renderer::ResolveAndGetDepthTarget(const EFBRectangle &source_rect) { return s_framebufferManager.GetEFBDepthTexture(source_rect); } ///////////////////////////////////////////////////////////////////////////// // Function: This function handles the OpenGL glScissor() function // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg() // case 0x52 > SetScissorRect() // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ // 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; } // Aspect ratio functions static void ComputeBackbufferRectangle(TargetRectangle *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; // Adjust the X and Y offset FloatXOffset = FloatXOffset - (IncreasedWidth / 2.0); FloatYOffset = FloatYOffset - (IncreasedHeight / 2.0); //NOTICE_LOG(OSREPORT, "Crop Ratio:%1.2f IncreasedHeight:%3.0f YOffset:%3.0f", Ratio, IncreasedHeight, FloatYOffset); //NOTICE_LOG(OSREPORT, "Crop FloatGLWidth:%1.2f FloatGLHeight:%3.0f", (float)FloatGLWidth, (float)FloatGLHeight); //NOTICE_LOG(OSREPORT, ""); } // round(float) = floor(float + 0.5) int XOffset = floor(FloatXOffset + 0.5); int YOffset = floor(FloatYOffset + 0.5); rc->left = XOffset; rc->top = YOffset + ceil(FloatGLHeight); rc->right = XOffset + ceil(FloatGLWidth); rc->bottom = YOffset; } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, u32 color, u32 z) { // Update the view port for clearing the picture glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight()); TargetRectangle targetRc = Renderer::ConvertEFBRectangle(rc); // Always set the scissor in case it was set by the game and has not been reset glScissor(targetRc.left, targetRc.bottom, targetRc.GetWidth(), targetRc.GetHeight()); VertexShaderManager::SetViewportChanged(); GLbitfield bits = 0; if (colorEnable) { bits |= GL_COLOR_BUFFER_BIT; glClearColor( ((color >> 16) & 0xFF) / 255.0f, ((color >> 8) & 0xFF) / 255.0f, (color & 0xFF) / 255.0f, (alphaEnable ? ((color >> 24) & 0xFF) / 255.0f : 1.0f) ); } if (zEnable) { bits |= GL_DEPTH_BUFFER_BIT; glClearDepth((z & 0xFFFFFF) / float(0xFFFFFF)); } glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); glClear(bits); } void Renderer::RenderToXFB(u32 xfbAddr, u32 fbWidth, u32 fbHeight, const EFBRectangle& sourceRc) { s_skipSwap = g_bSkipCurrentFrame; // If we're about to write to a requested XFB, make sure the previous // contents make it to the screen first. VideoFifo_CheckSwapRequestAt(xfbAddr, fbWidth, fbHeight); s_framebufferManager.CopyToXFB(xfbAddr, fbWidth, fbHeight, sourceRc); // TODO: Find better name for this because I don't know if it means what it says. g_VideoInitialize.pCopiedToXFB(false); #ifndef XXX_ENABLE_CPU_CONTROLLED_SWAPPING // XXX: Without the VI, how would we know what kind of field this is? So // just use progressive. Renderer::Swap(xfbAddr, FIELD_PROGRESSIVE, fbWidth, fbHeight); #endif } // This function has the final picture. We adjust the aspect ratio here. void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight) { if(s_skipSwap) return; const XFBSource* xfbSource = s_framebufferManager.GetXFBSource(xfbAddr, fbWidth, fbHeight); if (!xfbSource) { WARN_LOG(VIDEO, "Failed to get video for this frame"); return; } OpenGL_Update(); // just updates the render window position and the backbuffer size DVSTARTPROFILE(); ResetGLState(); TargetRectangle back_rc; ComputeBackbufferRectangle(&back_rc); TargetRectangle sourceRc; if (g_Config.bAutoScale || g_Config.bUseXFB) { sourceRc = xfbSource->sourceRc; } else { sourceRc.left = 0; sourceRc.top = xfbSource->texHeight; sourceRc.right = xfbSource->texWidth; sourceRc.bottom = 0; } int yOffset = (g_Config.bUseXFB && field == FIELD_LOWER) ? -1 : 0; sourceRc.top -= yOffset; sourceRc.bottom -= yOffset; // Tell the OSD Menu about the current internal resolution OSDInternalW = xfbSource->sourceRc.GetWidth(); OSDInternalH = xfbSource->sourceRc.GetHeight(); // Make sure that the wireframe setting doesn't screw up the screen copy. glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); // Textured triangles are necessary because of post-processing shaders // Disable all other stages for (int i = 1; i < 8; ++i) TextureMngr::DisableStage(i); // Update GLViewPort glViewport(back_rc.left, back_rc.bottom, back_rc.GetWidth(), back_rc.GetHeight()); GL_REPORT_ERRORD(); // Copy the framebuffer to screen. // Render to the real buffer now. glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); // switch to the window backbuffer // Texture map s_xfbTexture onto the main buffer glActiveTexture(GL_TEXTURE0); glEnable(GL_TEXTURE_RECTANGLE_ARB); glBindTexture(GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture); // 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. if (PostProcessing::ApplyShader()) { glBegin(GL_QUADS); glTexCoord2f(sourceRc.left, sourceRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 0); glVertex2f(-1, -1); glTexCoord2f(sourceRc.left, sourceRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 0, 1); glVertex2f(-1, 1); glTexCoord2f(sourceRc.right, sourceRc.top); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 1); glVertex2f( 1, 1); glTexCoord2f(sourceRc.right, sourceRc.bottom); glMultiTexCoord2fARB(GL_TEXTURE1, 1, 0); glVertex2f( 1, -1); glEnd(); glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0); glDisable(GL_FRAGMENT_PROGRAM_ARB); } else { glBegin(GL_QUADS); glTexCoord2f(sourceRc.left, sourceRc.bottom); glVertex2f(-1, -1); glTexCoord2f(sourceRc.left, sourceRc.top); glVertex2f(-1, 1); glTexCoord2f(sourceRc.right, sourceRc.top); glVertex2f( 1, 1); glTexCoord2f(sourceRc.right, sourceRc.bottom); glVertex2f( 1, -1); glEnd(); } glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0); TextureMngr::DisableStage(0); // Wireframe if (g_Config.bWireFrame) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); // Save screenshot if (s_bScreenshot) { if (!s_tempScreenshotFramebuffer) glGenFramebuffersEXT(1, &s_tempScreenshotFramebuffer); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_tempScreenshotFramebuffer); glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture, 0); s_criticalScreenshot.Enter(); // Save screenshot SaveRenderTarget(s_sScreenshotName.c_str(), xfbSource->sourceRc.GetWidth(), xfbSource->sourceRc.GetHeight(), yOffset); // Reset settings s_sScreenshotName = ""; s_bScreenshot = false; s_criticalScreenshot.Leave(); glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer()); } // Frame dumps are handled a little differently in Windows #ifdef _WIN32 if (g_Config.bDumpFrames) { if (!s_tempScreenshotFramebuffer) glGenFramebuffersEXT(1, &s_tempScreenshotFramebuffer); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_tempScreenshotFramebuffer); glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, xfbSource->texture, 0); s_criticalScreenshot.Enter(); int w = xfbSource->sourceRc.GetWidth(); int h = xfbSource->sourceRc.GetHeight(); u8 *data = (u8 *) malloc(3 * w * h); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, Renderer::GetTargetHeight() - h + yOffset, w, h, GL_BGR, GL_UNSIGNED_BYTE, data); if (glGetError() == GL_NO_ERROR) { if (!s_bLastFrameDumped) { s_bAVIDumping = AVIDump::Start(EmuWindow::GetChildParentWnd(), w, h); if (!s_bAVIDumping) OSD::AddMessage("AVIDump Start failed", 2000); else { OSD::AddMessage(StringFromFormat( "Dumping Frames to \"%s/framedump0.avi\" (%dx%d RGB24)", FULL_FRAMES_DIR, w, h).c_str(), 2000); } } if (s_bAVIDumping) AVIDump::AddFrame((char *) data); s_bLastFrameDumped = true; } else { NOTICE_LOG(VIDEO, "Error reading framebuffer"); } free(data); s_criticalScreenshot.Leave(); glFramebufferTexture2DEXT(GL_READ_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0); glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_framebufferManager.GetEFBFramebuffer()); } else { if(s_bLastFrameDumped && s_bAVIDumping) { AVIDump::Stop(); s_bAVIDumping = false; OSD::AddMessage("Stop dumping frames to AVI", 2000); } s_bLastFrameDumped = false; } #else if (g_Config.bDumpFrames) { s_criticalScreenshot.Enter(); char movie_file_name[255]; int w = OpenGL_GetBackbufferWidth(); int h = OpenGL_GetBackbufferHeight(); u8 *data = (u8 *) malloc(3 * w * h); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, Renderer::GetTargetHeight() - h, w, h, GL_RGB, GL_UNSIGNED_BYTE, data); if (glGetError() == GL_NO_ERROR) { if (!s_bLastFrameDumped) { sprintf(movie_file_name, "%s/framedump.raw", FULL_FRAMES_DIR); f_pFrameDump = fopen(movie_file_name, "wb"); if (f_pFrameDump == NULL) { PanicAlert("Error opening framedump.raw for writing."); } else { char msg [255]; sprintf(msg, "Dumping Frames to \"%s\" (%dx%d RGB24)", movie_file_name, w, h); OSD::AddMessage(msg, 2000); } } if (f_pFrameDump != NULL) { FlipImageData(data, w, h); fwrite(data, w * 3, h, f_pFrameDump); fflush(f_pFrameDump); } s_bLastFrameDumped = true; } free(data); s_criticalScreenshot.Leave(); } else { if(s_bLastFrameDumped && f_pFrameDump != NULL) { fclose(f_pFrameDump); f_pFrameDump = NULL; } s_bLastFrameDumped = false; } #endif // Place messages on the picture, then copy it to the screen SwapBuffers(); // Why save this as s_bNativeResolution if we updated it every frame? 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()); } ////////////////////////////////////////////////////////////////////////////////////////// // We can now draw whatever we want on top of the picture. Then we copy the final picture to the output. // ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ void Renderer::SwapBuffers() { // --------------------------------------------------------------------- // Count FPS. // ŻŻŻŻŻŻŻŻŻŻŻŻŻ static int fpscount = 0; static unsigned long lasttime; ++fpscount; if (timeGetTime() - lasttime > 1000) { lasttime = timeGetTime(); s_fps = fpscount - 1; fpscount = 0; } // --------------------------------------------------------------------- GL_REPORT_ERRORD(); for (int i = 0; i < 8; i++) { glActiveTexture(GL_TEXTURE0 + i); glDisable(GL_TEXTURE_2D); glDisable(GL_TEXTURE_RECTANGLE_ARB); } glActiveTexture(GL_TEXTURE0); DrawDebugText(); GL_REPORT_ERRORD(); OSD::DrawMessages(); GL_REPORT_ERRORD(); #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(); GL_REPORT_ERRORD(); // Clear framebuffer glClearColor(0, 0, 0, 0); glClear(GL_COLOR_BUFFER_BIT); GL_REPORT_ERRORD(); // Clean out old stuff from caches DLCache::ProgressiveCleanup(); VertexShaderCache::ProgressiveCleanup(); PixelShaderCache::ProgressiveCleanup(); TextureMngr::ProgressiveCleanup(); frameCount++; // New frame stats.ResetFrame(); // Render to the framebuffer. SetFramebuffer(0); GL_REPORT_ERRORD(); } // Create On-Screen-Messages 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(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_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); p+=sprintf(p,"dlists alive: %i\n",stats.numDListsAlive); // 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.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); // OSD Menu messages if (OSDChoice > 0 && g_Config.bEFBCopyDisableHotKey) { OSDTime = timeGetTime() + 3000; OSDChoice = -OSDChoice; } if ((u32)OSDTime > timeGetTime() && g_Config.bEFBCopyDisableHotKey) { std::string T1 = ""; std::string T2 = ""; int W, H; sscanf(g_Config.iInternalRes, "%dx%d", &W, &H); std::string OSDM1 = g_Config.bNativeResolution || g_Config.b2xResolution ? (g_Config.bNativeResolution ? StringFromFormat("%i x %i (native)", OSDInternalW, OSDInternalH) : StringFromFormat("%i x %i (2x)", OSDInternalW, OSDInternalH)) : StringFromFormat("%i x %i (custom)", W, H); std::string OSDM21 = !(g_Config.bKeepAR43 || g_Config.bKeepAR169) ? "-": (g_Config.bKeepAR43 ? "4:3" : "16:9"); std::string OSDM22 = g_Config.bCrop ? " (crop)" : ""; std::string OSDM31 = g_Config.bCopyEFBToRAM ? "RAM" : "Texture"; std::string OSDM32 = g_Config.bEFBCopyDisable ? "No" : "Yes"; // If there is more text than this we will have a collission if (g_Config.bShowFPS) { T1 += "\n\n"; T2 += "\n\n"; } // The latest changed setting in yellow T1 += (OSDChoice == -1) ? StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()) : "\n"; T1 += (OSDChoice == -2) ? StringFromFormat("4: Lock Aspect Ratio: %s%s\n", OSDM21.c_str(), OSDM22.c_str()) : "\n"; T1 += (OSDChoice == -3) ? StringFromFormat("5: Copy Embedded Framebuffer to %s: %s\n", OSDM31.c_str(), OSDM32.c_str()) : "\n"; // The other settings in cyan T2 += !(OSDChoice == -1) ? StringFromFormat("3: Internal Resolution: %s\n", OSDM1.c_str()) : "\n"; T2 += !(OSDChoice == -2) ? StringFromFormat("4: Lock Aspect Ratio: %s\n", OSDM21.c_str(), OSDM22.c_str()) : "\n"; T2 += !(OSDChoice == -3) ? StringFromFormat("5: Copy Embedded Framebuffer to %s: %s\n", OSDM31.c_str(), OSDM32.c_str()) : "\n"; // Render a shadow, and then the text Renderer::RenderText(T1.c_str(), 21, 21, 0xDD000000); Renderer::RenderText(T1.c_str(), 20, 20, 0xFFffff00); Renderer::RenderText(T2.c_str(), 21, 21, 0xDD000000); Renderer::RenderText(T2.c_str(), 20, 20, 0xFF00FFFF); } } 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); GL_REPORT_ERRORD(); } // Save screenshot void Renderer::SetScreenshot(const char *filename) { s_criticalScreenshot.Enter(); s_sScreenshotName = filename; s_bScreenshot = true; s_criticalScreenshot.Leave(); } #if defined(HAVE_WX) && HAVE_WX THREAD_RETURN TakeScreenshot(void *pArgs) { ScrStrct *threadStruct = (ScrStrct *)pArgs; // 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_Config.bKeepAR43 || g_Config.bKeepAR169) { float Ratio = (FloatW / FloatH) / (g_Config.bKeepAR43 ? (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; return 0; } #endif bool Renderer::SaveRenderTarget(const char *filename, int W, int H, int YOffset) { u8 *data = (u8 *)malloc(3 * W * H); glPixelStorei(GL_PACK_ALIGNMENT, 1); glReadPixels(0, Renderer::GetTargetHeight() - H + YOffset, W, H, GL_RGB, GL_UNSIGNED_BYTE, data); // Show failure message if (glGetError() != GL_NO_ERROR) { 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) { delete scrshotThread; scrshotThread = NULL; } ScrStrct *threadStruct = new ScrStrct; threadStruct->filename = std::string(filename); threadStruct->img = a; threadStruct->H = H; threadStruct->W = W; scrshotThread = new Common::Thread(TakeScreenshot, threadStruct); #ifdef _WIN32 scrshotThread->SetPriority(THREAD_PRIORITY_BELOW_NORMAL); #endif bool result = true; OSD::AddMessage("Saving Screenshot... ", 2000); #else bool result = SaveTGA(filename, W, H, data); free(data); #endif return result; } 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]); } } } // 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); double GLNear = (xfregs.rawViewport[5] - xfregs.rawViewport[2]) / 16777215.0f; double GLFar = xfregs.rawViewport[5] / 16777215.0f; // Update the view port glViewport(GLx, GLy, GLWidth, GLHeight); 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, "----------------------------------------------------------------"); */ }